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Messages - malignatius

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31
Programming / Re: More Free Tiles!
« on: May 13, 2013, 08:42:40 PM »
I like it, looks really cute!
It's got a nice NES/SNES feeling to it.
Thinking of it...It would be pretty cool make a game and then add a 8 bit retro treatment to it. I took the liberty to do a quick mockup.  :P



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Programming / Re: Tileset Help/Advice/Feedback wanted
« on: May 13, 2013, 08:02:48 PM »
Make the game yourself?

Gamemaker is not hard to learn and you can do anything you want with it.

Also if you go on the Gamemaker Forums there are programmers looking for graphics all the time.
Nah, I know my limitations. I neither got the skills or endurance when it comes to programming. I've tried before.  :)
I've also been working closely with developers in my work for many years, so I'm not unfamiliar with collaborating in projects, design/developer teams.


Don't scare people with documents ;)

Perhaps you're right. Documents can be scary. On the other hand, for my own sake, I think having some kind of documentation is probably necessary to make progress.


I'd assume that a message like this will work fine to find a partner:  "Hey I have made some nice tiles for a roguelike game, and I also have a few ideas for the game itself. I'm looking for someone to make a game with, someone who's got some programming skills as well."

Where would be the proper place to post such a message?

33
Programming / Re: Tileset Help/Advice/Feedback wanted
« on: May 09, 2013, 06:12:04 AM »
It would be different, but that's not necessary a bad thing?
PS: Like Krice I think that once you have a good plan for the game it should be fairly easy to find someone who will bring the world alive. The tiles are very attractive, and I'm sure many will want to make something with them.
It would have to be a very generous developer to take a full design specification and program it according to order. Most developers would probably prefer to have some input into the design process.

I would expect that too, for the same reasons that I don't want to be the guy who "just made the tiles".
I guess I'll have to make a description of what I'd like to achieve, rather than a detailed specification. And then be very flexible.



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Programming / Re: Tileset Help/Advice/Feedback wanted
« on: May 08, 2013, 08:15:21 PM »
Thanks, I'll get cracking on that document!

35
Programming / Re: Tileset Help/Advice/Feedback wanted
« on: May 07, 2013, 05:10:20 PM »
With tiles this large, you need to "condense" the game somewhat, since the player will see only a fairly small part of the world. But it could make up for a very interesting game, with a high monster and item density, so that the player has a lot to do while progressing, and that small distances feel like a big accomplishment. You'll have to limit ranged combat though, which might or might not be a problem, depending on your monsters and character types.

Very true!  It would be different, but that's not necessary a bad thing? I think that having a large overview is mostly a legacy from ASCII games, where you naturally would fit a lot of  characters on one screen. In "3D roguelikes" (or old CRPG's like Eye of the beholder) you only see what's ahead of you and that works fine. It's really more realistic that you only see a few feet away when crawling through a dungeon  ::) ...I also guess you could complement with a more simple map that you could bring up. Another option is to have the view scrollable. I think Dungeons of Dredmore have a similar solution.   
The tiles I've made is scaleable so, you could also have to option to zoom or perhaps have a different size of tiles when entering a outdoor/world view.

36
Programming / Re: Tileset Help/Advice/Feedback wanted
« on: May 04, 2013, 02:47:51 PM »
Seems to be a bit backwards game design when you first draw tiles and have a rough idea of the gameplay. It makes the work of a programmer harder if there is no plan. However if there was a plan I think it's not that hard to find someone to do the programming part, even for free. It depends somewhat on how complex game you have in mind. Usually artists and other non-programmers don't understand how difficult it is to create a full feature RPG or roguelike. I think that if you want this to succeed you need a detailed plan of the game, not just some rough ideas.

The other option is do it the right way: join a team/programmer/designer who needs graphics, then wait for instructions what to draw.

Yes, it's perhaps a bit backwards...I made some tiles, just for the fun of it, and suddenly I happened to have quite a few. ;D That's when I started  to think about making a game. When it comes to the implementation, programing langage, kind of RPG system etc. I'm really flexible. I could probably create some kind of "design document" and leave out those parts.

Joining a Dev team or become the graphic resource for someone else's project is not an option.  - Thats is kinda what I do in my daily work.  :)

One word of advice - to facilitate use in a game, the spritesheet would need to be a bit more organised, especially the wall tiles. Try to arrange them in a way that places tiles with similar purposes on the same row or column and adjacent, insofar as possible.

Sure, this is not the final layout. Rearranging the tiles is a no-brainer. It's also really easy to export them as individual png images, or use Tiled http://www.mapeditor.org/ to create a TMX file if that is prefered. I should mention that the tiles are made with vector graphics, so  they're scalable (128x128 looks best in my opinion). My original idea was to save the tiles in SVG format, but some people has advised against it.

37
Programming / Tileset Help/Advice/Feedback wanted
« on: May 03, 2013, 11:13:45 PM »
Hello! I'm a designer who's been dabbling with a tileset of my own lately. Mostly for fun.
Unlike most tilesets I've seen, it's not pixel-art and the current tile size is quite large: 128x128 px(!).

My ambition is to use these tiles in either
a) A game, from scratch. (I already have a rough idea of a setting, plot and UI) Game wise, I'd like to do something a little bit different, a game with focus on graphic, story, atmosphere and a sleek UI. "CRPG-ish". Since I have no programming skills (or interest for that matter) this would require me to find a developer (for free) to co-operate with - And I'm not really sure that's realistic.

b) Do a ToME module with my tiles. It would probably be easier than making something from scratch, but it would probably still require me to find someone to cooperate with...

c) Give away the current state of my tiles, for free, and do something else on my spare time.

d) Try to make my tiles so they can be used in some other "major" game. My first idea was to do a skin to ToME, but I'm not really a fan of ToME's setting, so that's when I thought of making a game of my own.

Thoughts, feedback and advice appreciated!

Anyways, these tiles I've been making, would probably require a little(?) more logic than your regular tiles? ::)
The walls are not just square boxes that you can place anyway you like...
- I'd really appreciate if someone would have a look at them and see if it's feasible to use them for random dungeon creation, at all.   ;)




In addition to the tiles in the screenshots, I've made about 40 heroes/animals/monsters, a tileable forest and a complete little viking city with different houses. So far.

38
100 rouges on iOS. Brouge for ASCII.

39
Programming / Re: The Ultimate Roguelike Tileset
« on: May 02, 2013, 09:42:31 AM »
Impressive. Looks very nice I must say! ...At least in B/W, not to fond of colorized versions. 

40
Early Dev / Re: The Burning Plague
« on: April 24, 2013, 08:16:49 AM »
You'd definitely be able to get a ToME prototype with a custom tileset running in less than an hour I'd say, particularly if you just re-used the example code and ignored gameplay to show off the look and feel of your graphics instead.

Of course if you're keen on making tiles, I know a certain game that's going to be needing some 16x16 tiles very shortly ;)

He he... For my game I'm aiming for a tileset that is 128x128px (and maybe 64x64) and I'm going for vector graphics style rather than pixels. But if I would suddenly feel the urge to do some tiny pixels I'll let you now!   ;D

41
Early Dev / Re: The Burning Plague
« on: April 23, 2013, 09:38:20 AM »
Thanks for the advice, but, I've been dabbling with programming before, and I really have zero talent (or patience for that matter).
I have however worked several years with design and works closely with developers on a daily basis.
If I can't find someone to to help me out, I might release the tileset as a free resource instead.
I've also been thinking of perhaps doing an ToME module instead of something from scratch.

42
Early Dev / Re: The Burning Plague
« on: April 22, 2013, 10:17:09 PM »
I'm new to these forums. Just wanted to say that I really like your approach to the genre!
I've actually been thinking of designing a game of my own, with a similar focus. Less rules, more RPG that is.
I will also try to focus more on the graphical design and the game interface.
I'm not a developer, so my plan is to create a nice tileset and develop an intriguing world/story - and once that's done, perhaps find someone that can help me out making it into a game.  ::) ...We'll see.

Anyways, I'll be following the development of your game, looks great so far.

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