Pixelfish
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« Reply #120 on: November 10, 2009, 09:44:01 AM » |
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If I may make a request: A generic 4-direction sprite for NPCs and non-class specific characters?
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oryx
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« Reply #121 on: November 10, 2009, 08:53:36 PM » |
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If I may make a request: A generic 4-direction sprite for NPCs and non-class specific characters? added a generic npc turnaround
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oryx
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« Reply #122 on: November 11, 2009, 09:34:36 PM » |
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Added some goblins! and a treant!
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oryx
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« Reply #123 on: November 11, 2009, 09:40:41 PM » |
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Just wanted to give a big dump of all the sprites done so far on a 400% black background for easy viewing. All of the sprites are in the original post formatted into 128x128 sprite sheets on cyan - be sure to grab them there. I will also, at the last minute update the .ZIP
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Lon
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« Reply #124 on: November 12, 2009, 12:03:55 AM » |
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AWESOME SPRITES ORYX!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (ALL CAPS AND EXCESSIVE AMOUNT OF EXCLAMATION POINTS!!!!!!)
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« Last Edit: November 12, 2009, 12:08:11 AM by BigLon »
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“We all sorely complain of the shortness of time, and yet have much more than we know what to do with. Our lives are either spent in doing nothing at all, or in doing nothing to the purpose, or in doing nothing that we ought to do..." -Seneca
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dineyin
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« Reply #125 on: November 12, 2009, 07:59:54 AM » |
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so much goodness in so few pixels
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-N
Level 0
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« Reply #126 on: November 12, 2009, 11:13:29 AM » |
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so much goodness in so few pixels Well, technically he's used a lot of pixels by now. But yeah, that's... like, at least 70% more awesome per pixel than I see on average.
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N
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« Reply #127 on: November 12, 2009, 02:25:34 PM » |
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so much goodness in so few pixels Well, technically he's used a lot of pixels by now. But yeah, that's... like, at least 70% more awesome per pixel than I see on average. You are not very creative with nicknames, sir!XD Also, oryx, your art is pretty awesome!
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Aquin
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« Reply #128 on: November 12, 2009, 04:54:36 PM » |
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Can you update the zip file? I couldn't find it. I may or may not be drafting some ideas.
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I'd write a devlog about my current game, but I'm too busy making it.
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Aquin
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« Reply #130 on: November 12, 2009, 09:24:02 PM » |
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Thanks man it looks amazing! Whatever happened to that funky outlined font anyway? I suppose there's plenty of time left before the deadline, so I'll just leave you alone. I'm a go play around with tilemaps now. I'm trying to get a handle on SFML in time for the second part to this compo.
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I'd write a devlog about my current game, but I'm too busy making it.
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oryx
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« Reply #131 on: November 12, 2009, 10:07:14 PM » |
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Thanks man it looks amazing! Whatever happened to that funky outlined font anyway? I suppose there's plenty of time left before the deadline, so I'll just leave you alone. I'm a go play around with tilemaps now. I'm trying to get a handle on SFML in time for the second part to this compo. I can make one no problem sometime
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Martin 2BAM
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« Reply #132 on: November 15, 2009, 12:57:13 PM » |
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Thanks man it looks amazing! Whatever happened to that funky outlined font anyway? I suppose there's plenty of time left before the deadline, so I'll just leave you alone. I'm a go play around with tilemaps now. I'm trying to get a handle on SFML in time for the second part to this compo. I don't know if this issue has been solved (Laurent is a bit stubborn when it comes to changes): Pixel fonts are antialiased by FreeType, you can hack the rendering call to go render monochrome instead of 256 colors to fix it (FT_MONOCHROME I think...) And I suggest you derive a class from sf::Image (say PxImage) and make it call SetSmooth(false) by default to avoid graphics antialiasing (that will slaughter these awesome graphics) Or you can call it yourself on each sf::Image you create. Good luck! Again, Oryx, you're made of EXTREME WINSOMENESS, I love you.
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Aquin
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« Reply #133 on: November 15, 2009, 01:01:29 PM » |
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Heh nitram, I'm actually using OpenGL directly. I'm not using the available sprites or anything, because I found making my own tilemap to be much faster/easier. The prototype is looking pretty nice so far! Unfortunately, I have no experience in procedural generation so...I dunno we'll see how it goes. I'd like to nail that down first before I start working on the framework for the actual game. I gotta be ready by the 29th!
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I'd write a devlog about my current game, but I'm too busy making it.
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oryx
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« Reply #134 on: November 15, 2009, 08:50:37 PM » |
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Added a few more random characters - some pirates, dwarves, funny blobs with legs...
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oryx
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« Reply #135 on: November 16, 2009, 10:58:28 PM » |
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Lofi 3D! Wizardry/Dungeon Master halls! Just a preview, I'll be finishing these out with multiple permutations, different doors, etc and features (doors, cracks, torches) will be separate from walls. Ideally all the character and item sprites will work within this set also (some sprites with gray may get lost in the background, I'll see what I can do).
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« Last Edit: November 17, 2009, 12:06:47 AM by oryx »
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Türbo Bröther
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« Reply #136 on: November 16, 2009, 11:50:33 PM » |
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Oh now that's just fucking sexy. Straight up.
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oryx
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« Reply #137 on: November 17, 2009, 12:18:21 AM » |
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most existing sprites seem to work pretty well (and I'm happy the bosses fit! )
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Türbo Bröther
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« Reply #138 on: November 17, 2009, 01:01:35 AM » |
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I am really starting to wish that I had gone down this path instead of doing the whole wargaming thing. Oh well.
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oryx
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« Reply #139 on: November 17, 2009, 01:32:54 AM » |
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