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Saturday, June 5, 2021 - 23:48

Quenching station is a great idea! I will definitely add that. 

I really love the idea of a sword being forged. But that would probably require a hammering animation ;) I could try and make this one work https://opengameart.org/content/lpc-smash-weapons , but I would really like to do the hammer swing properly, which is more work... Hmmm...

Saturday, June 5, 2021 - 22:31

I think it's a great idea! Key will be to have solid "base" portraits and some stylistic guidelines for consistency.

Another possible source/base: https://opengameart.org/content/lpc-portraits-remix 

Friday, June 4, 2021 - 08:53

Update: bigger hearth, anvils, some other tools. I'm going to do some more variations/combinations of the tools, racks for the walls, etc. Maybe some racks of swords, spears, shields, etc. 

What else does it need? 

Thursday, June 3, 2021 - 11:28

Yes! All the door animations are independent of the burning/smoldering animations.

Thursday, June 3, 2021 - 10:45

Smelters and blacksmith's workshop? Needs anvils, more hammers, lots of tongs, crucibles, etc. May also do a bigger hearth. 

Monday, May 31, 2021 - 13:36

Cool! Personally, I think cell_1.png and cell_2.png look much better. The "dominant tree" idea is good (and similar to real forests in a way). You could have 2 or maybe even 3 "dominant" trees too, but overally having the probability of different trees being different helps a lot. 

I see why you want to avoid cell_3.png; if you had a way to prevent the trees from "lining up" horizontally (like in the bottom of the image), I think it could still work nicely. Source of Tales had a similar density of trees http://www.sourceoftales.org/talesworld/, but placed manually, so there wasn't that issue. 

For the different colors, I would suggest a similar approach: choose a "dominant" color palette, then make a small fraction of the trees a different color palette. And probably only choose 3-4 color palettes total for a scene. 

Excited to see the progress!

Monday, May 31, 2021 - 12:45

Floors and Walls are finally posted! 

https://opengameart.org/content/lpc-floors

https://opengameart.org/content/lpc-walls

We are doing some fancier jackets for the pirates next!

Wednesday, May 26, 2021 - 00:31

But don't worry, I haven't been entirely stuck inside; I've been out sailing the high seas a bit with castelonia! 

Wednesday, May 26, 2021 - 00:12

Re-organized walls and floors one more time... Send help... 

Saturday, May 22, 2021 - 22:53

Hey! Very cool idea, I'd love to see it explored more!

I think the major challenge would be creating a flexible enough set of tiles to render the tree in pseudo-3D. The branching structures you showed are all flat---flat branches aren't too hard to draw by hand. On the other hand, a tileset to make (pseudo)-3D branches would probably be pretty complicated, maybe more complicated than just drawing a variety of trees by hand :p 

The same problem exists for the leaf clusters, and it's why I kind of abandoned trying to make leaves for procedural trees. Although I'd still love to see someone try that :) Somebody with a better grasp of graphics and procedural generation algorithms [than me]...

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