In the spirit of free and open collaboration, I thought we needed a place to show off what we're working on (and get criticisms hopefully)!
I decided to go with a Horror-theme myself, and start working on art assets inspired from different horror games, film and stories. While it could have trouble fitting in with the original art set, I like horror too much. And there aren't many libre Horror-focussed stuff, and even say, an RPG could hypothetically use bits of for more gothic/demonic areas.
First off I made a chain-link tile-set, inspired from the chain-link floors in Silent Hill.
While I like it, it's a bit too detailed for the rest of the art set. However I still have the xcf, so the noise etc can be fairly easily removed. (I'll find a place to upload the xcf)
Next I decided to start work on an animation inspired from the Jacob's Ladder head shake effect.
For those who don't know Jacob's Ladder (WARNING! YOU MAY FIND THIS DISTURBING!):
https://www.youtube.com/watch?v=FOD0DZRdQ9w
Also have an xcf, I'll get to finding places to upload them.
Comments/Criticism welcome! Or just post your own stuff!
it's much better to have the animations with limited armor, as opposed to being limited to only 2 kinds of attacks or devs hacking out something that looks like crap from those 2 kinds of attacks
There is something in the slash animation that bugs me a lot: the character changes the hand that hold the weapon depending on where she is facing to--up and left uses the right hand, down and right the left hand.
Is this on purpose?
@Anon: it simplifies things for the artists making new poses and those making clothing (I said the same in my previous post).
I've been playing with Imagemagick again, and now I've got a script that takes the hair samples (and any file formatted similarly) and turns it into an overlay for the walk animation. I'll post it separately, but here's what it looks like layered on top of my robe animation (I did some palette swapping and this is my light blonde version).
It's a good starting point I think, but the hair needs some work and a bit of animation.
EDIT: Separate topic here:
http://opengameart.org/forumtopic/base-asset-tools-in-imagemagick
This is what I have so far on my desert tileset:P
I wonder though is the style too different from the one we are supposed to follow?
An example of some of my continued interior work: http://i.imgur.com/Zx1eZ.png I need to make some specific tiles though so that you don't have the magic floating one pixel line or outlines missing etc etc when you try random combinations of broken floor tiles.
Some more work on the farming / fishing graphics: some bridges, fences, and tables and boxes for a market.
Ooh, I really like those. I'm definitely going to make a market in my game with these tiles!
I would be sad if all I had to work with was walk, hurt, slash and cast. Very very sad.
Working on my shrine tileset, the shadows are 45 degree, not according to the style guide. Since the shadows are a bit advanced for this, it was the easiest way (or is there another way?). It won't fit the other tilesets so I will probably put them on a separate tileset for those who wants it. (or fix it). Anyway i think it looks ok without the shadowed interior.
The scale is also a bit bigger then the buildings in the demo since I want an interior that works with the outside scale, without the "teleporting" to a new bigger interior map. More stuff soon, stay tuned.
Really loving all these. Keep up the good work! :)
@daneeklu: Impressive. What you have done so far would almost be enough for a time management crop growing game. Will you consider adding wheat, corn and sunflower as additional plants? These will be handy in strategy games.
@C.Nilsson: Shading looks amazing, however, I think there is a mistake. Windows have horizontal lines as well as vertical, but the shadows have only vertical ones. Looking forward to see interior items.
@daneeklu and C.Nilsson, Very nice work as usual!
I didn't take my own advice and experimented with a two handed "thrust" animation. Might work for "give" too. It is kind of useless by itself since it is unlikely anyone will make clothes and stuff for it. Anyway, here it is with a small staff thing:
It also includes some "raise weapon" frames, here demonstrated along with "walkcycle" I think those frames are necessary to transition from walk/stand to "thrust".
Here they are if anyone wants to use them for something. The thrust animations are the last four, the first four are "raise weapon". There are some frames that are used two times, so they are identical. If some markup system were to be used to join frames into animations, those frames could be cropped out to save space.
EDIT: Updated the image, see later post.
Oh, and if someone wants a "lower weapon" animation like the "raise" from the thrust animation, just play "raise" backwards and it should look fine. I didn't bother demonstrating it.
@Sir Spummington, I like your interior tiles, but maybe the lower one has a bit of low contrast?
I am thinking of a system that will fit existing clothing to the new animations. I dont know if I will pursue it or it will work. But it might worth a try. Simple version of the idea is that (probably) we have the necessary pixels that are needed to paint the new animations. It is only a matter of transforming them to the new animations.
I really love your chinese tileset, however, by changing the scale of these tiles compared to the other ones you are making them a lot harder to use for the coders in the second part of the contest.
I hope you will consider adding a version that firts with the scale of the other tiles too for easy integration fun :)
wulax, EXCELLENT work. now do a bow animation :p
seriously though, great job, and with 3 weeks left maybe we can talk to BartK about throwing those up somewhere more visible so people can make clothes.
awesome dude.
I started on a bow animation:
Animation sequence is: Raise bow, aim, fire, reach for arrow, aim, fire
Been working on more stuff, here's a new test image using a bunch of the things I've made so far (Still stuff not in it yet though): http://i.imgur.com/CukVh.png
@wulax, Yes, intentionally. I'm making both "normal" versions of everything I make as they're are more useful to the community and making murkier versions to more suit my little "horror" theme I'm running with. So no worries, everything I make should have a version more suitable for use with non-modified LPC work.
@daneeklu: can you provide a raw xcf (or whatever your format is) for the sword so that us devs can get a head start on adding weapon-only frames to the game?
@gr3yh47: Here's a link to my sword xcf. It's pretty straightforward as the character sheet has been rescaled from 64x64 to 128x128 (and the sword layer is the same size). Other artists might not use the same method to create weapons though (wulax's bow and staff fit inside 64x64 for instance), so you might have to tweak the parameters depending on the weapon.
http://daneeklu.com/lpc/xcf/swordslash1.xcf
And also, here's an update on the farming tileset, with some hay and some reed.
@cemkalyoncu: here's your wheat (though I might be tweaking it a bit more)! I'm thinking about adding at least corn as well.
All of this stuff is looking fantastic. @daneeklu: the farming tiles are terrific!
I'm planning a simulation that includes farming, logging, and mining. Any chance someone would be interested in making a character sheet for a farmer, logger, and miner, each with a single animation (maybe sowing/harvesting for the farmer; chopping for the logger; mining with a pickaxe for the miner)?
@dandeeklu: that wheat field looks amazing, reed looks pretty good as well but you may tweak a bit to look separate tiles together. I wish you were in our university.
@wulax: I appreciate your work to expand current char animations. They look perfect. I hope others will follow the suit.
I finished the archery animation:
The sheet contains 12 unique frames and one copy. Frames are:
1-9 Raise bow and aim
10 Loose arrow
11-13 Grab new arrow
5-9 Aim new arrow
10 Loose new arrow
And so on...
Updated thrust animation:
The staff would probably look better if it were longer, but that would require a 128x128 grid or similar, like daneeklu is talking about. I might create such a thing later.
A roof tile test, one tile at 32x32pix, tiled on a 16x16 grid, three different results :)
Not a whole lot to show here, but unfortunately I have less free time than I'd like to have. :(
North-facing and the ghoul thingie are still WIP'
.
@wulax: great new animations, I'm sure they'll be of great use in all the rpgs. I think you should consider the 128x128 boxes for both characters and weapons though, as it is less restrictive to both artists and coders (no offset for weapons). Styleguide says 64x64 though, so I understand why you would want to keep it that way.
@C.Nilsson and artisticdude: really nice updates! Looking forward to more.
And some update for farming/fishing. This time it's reed and grass. Grass is not done yet which is quite obvious. As for the reed, I'm quite happy with it (though there might be some tiling issues I'll have to look at, and then there are the obvious flaws where reed meets water).
here is a quick test of my game's female lead...
yeah lots of room for improvement ^^
Dungeon Tactics - Open Source SRPG
Very, nice -- better than the style-sheet IMHO.
One quibble, the shaddows below the horizontal framework of the walls/railings extend too far down i think, unless they stick out from the light grey part of the wall much more than seems possible.
daneeklu: Thanks! :)
Updates:
>Work within the current limits to make interesting things.
The life of a game dev...
Dungeon Tactics - Open Source SRPG
@daneeklu I love that farming tileset. Just the right level of detail.
I've been working on some futuristic/industrial tiles.
Mockup:
Jerky door animation:
I'm so glad someone is making future tiles. I'm really not excited by the victorian / JRPG thing. If there's a some modern / future tiles and sprites, tho, I will get in on the programming phase.
The limits of 64x64 squares for the sprites were to make things easier for the programmers. I don't think anyone will have any problems if everyone did weapons in 128x128 squares, in fact, it sounds like a good idea to me.
Everyone's stuff is looking really good. I'm very impressed and excited! Keep posting, everyone!
Here's a preview of a button-up shirt/tie/vest combo. Everything is on different layers so you can use just what you want/need.
@Sharm, agreed on that. Even if the weapons are done in 64x64, though, it really should be trivial to convert them to 128x128 using ImageMagick.
Very cool stuff, keep up the good work :)
I am really excited for the coding phase.
Special thanks to daneeklu for the nice green outdoors.
Any chance to animated water? That would be so lovely.
The weapons I am going to make are the Two Section Staff(chaku), Butterfly Sword, Wooden Cane, and Iron Fan.
Hopefully someone else will make a martial sword (longsword) and a scholar's sword (shortsword).
The Sage is nude because I am going to use a pallet swap of artisticdude's robe...
^^
Dungeon Tactics - Open Source SRPG
hi all,
Can people not submit to imgur. I like watching the art people are submitting and some of them are quite cool. I have been able to see stuff which is just attached to the post, stuff from imageshack. photobucket , everything except imgur. For instance this is what happens when I try to wget it :-
$ wget http://i.imgur.com/UPXm3.png
--2012-06-12 07:54:02-- http://i.imgur.com/UPXm3.png
Resolving i.imgur.com (i.imgur.com)... 68.232.45.253
Connecting to i.imgur.com (i.imgur.com)|68.232.45.253|:80... connected.
HTTP request sent, awaiting response... ^C
After waiting for five minutes I had to kill it.I could traceroute it but it's too early in the morning to get into that. The issues with imgur has been since a week (or maybe more), till the first time imgur was used/linked on this thread.
@xhrit nice, looking forward to play with those when your rpg is out :P
Just in case anyone else has the issues Shirish is having... you can replace any "imgur" url with "filmot", for instance,
http://i.imgur.com/UPXm3.png
Is the exact same thing as
http://i.filmot.com/UPXm3.png
It's a mirror site. Might get past firewalls or other sorts of nasty dns-level blockades.
I found this GreaseMonkey Userscript that might help: http://userscripts.org/scripts/show/102139 (thats where I Learned about filmot).
Nushio posted an older version of my clothed archer animation from IRC, here is the latest:
Pretty much all the different parts are recolorable/removable/reusable since they are on separate layers/images.
@wulax: AWESOME
@cemkalyoncu: Glad you like.
I made a slash animation for it too :) Dagger might be a bit boring. Perhaps some speed blur would make it look better.
Harbor tileset and a foo dog for my asian stuff. I also made some wheelbarrows a couple of days ago.
Wulax, you make awesome stuff! love everything!
@Everyone: everything looks good as always! This thread is really interesting.
I made some sand/beach and a boat for the tileset. Sand could possibly be used as desert also.
And some of my tilesets, in case anyone wants to try for themselves.
@wulax - amazing as usual
@daneeklu - good stuff too.
so which one of you is gonna make all the spells?
Fire, earth, water, lightning, ice, wind, heal
:D
That archer is adorable. Can you make his feather bounce as he walks?
@Ptolom: That is a good idea, thanks. I actually did that earlier but must have forgotten to add it in a later version.
The Slash looks nice, but I think that a *stab* would be a better animation for a dagger. :)
These all look great, can't wait to see the games they get used in! I'm already glad i donated, this comp has proven itself to be a brilliant idea even before it's half started!
Thanks you so much Daneeklu for making that sand it looks great. I am not much of a pixel artist but I have tried to make a few things.
Changed the pants to black.
Red bandana I made for a pirate scenario in my game.
I made the bat black due to the fact that I cant stand looking a a purple bat.
And last but not least, A shirt to go with the pants.
Thats all I have made so far. It would be really awesome if someone could make an AXE for the slash animation and possibly a STAB animation too for rougues. More monsters would be nice too :D
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