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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 1Oryx - LOFI Fantasy 2D/3D [FINAL]
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Author Topic: Oryx - LOFI Fantasy 2D/3D [FINAL]  (Read 275454 times)
Petethegoat
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« Reply #140 on: November 17, 2009, 08:40:29 AM »

Those hud mockups are delicious. Can't wait for more!  Well, hello there!
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Ed
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« Reply #141 on: November 17, 2009, 11:09:21 AM »

3D mini-halls are an awesome idea! Good stuff!
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Gryphon
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« Reply #142 on: November 19, 2009, 05:34:43 PM »

Wow. This is still so kickass. I want to do a game with this so badly, it's not even funny...
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oryx
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« Reply #143 on: November 20, 2009, 01:50:52 PM »

Update!

Starting the work of breaking this up into left/right/middle chunks, permutations, etc - will have a sprite sheet soonish

« Last Edit: November 20, 2009, 01:55:38 PM by oryx » Logged
Ashkin
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« Reply #144 on: November 20, 2009, 02:44:36 PM »

Oooooooooohhhhhhhh......... Droop
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nunix
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« Reply #145 on: November 20, 2009, 03:27:06 PM »


My dream of an open-source first-person dungeon crawler is one step closer to realisation!
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oryx
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« Reply #146 on: November 20, 2009, 04:31:09 PM »


My dream of an open-source first-person dungeon crawler is one step closer to realisation!

cool Smiley was the dream about a minimum pixel count one? Wink
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nunix
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« Reply #147 on: November 20, 2009, 04:36:35 PM »


It is about any one. Between you and Traumadore I'm hoping a couple of coders will take up the task next month, since they'll have art to work with at two different scales.
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Türbo Bröther
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« Reply #148 on: November 20, 2009, 09:21:50 PM »

Is it hot in here or is it just these low-res graphics?
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moi
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« Reply #149 on: November 20, 2009, 09:40:53 PM »

you lack the picture for a simple wall, except for the tree middle themes, but then they don't have doors.
Good stuff Beer!
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oryx
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« Reply #150 on: November 20, 2009, 10:15:32 PM »

you lack the picture for a simple wall, except for the tree middle themes, but then they don't have doors.
Good stuff Beer!

Could you elaborate on what is missing? The supplied images are just sample combinations - I'm making slivers based on an 8x16 grid of all the wall permutations so that every combination is possible, with then the features like torches, doors, windows, ladders, etc being elements that can be layered on top.

I also will be including center slivers that show the next grid space in distance (4x16 slivers), or the coders can choose to leave the distance as black (does that make sense?).
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nunix
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« Reply #151 on: November 20, 2009, 10:22:42 PM »

you lack the picture for a simple wall, except for the tree middle themes, but then they don't have doors.
Good stuff Beer!

Could you elaborate on what is missing? The supplied images are just sample combinations - I'm making slivers based on an 8x16 grid of all the wall permutations so that every combination is possible, with then the features like torches, doors, windows, ladders, etc being elements that can be layered on top.

I also will be including center slivers that show the next grid space in distance (4x16 slivers), or the coders can choose to leave the distance as black (does that make sense?).


I think he means that 3 of the row-7 walls (counting down from the top) seem to have doors pre-layered.
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oryx
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« Reply #152 on: November 20, 2009, 10:43:00 PM »

I think he means that 3 of the row-7 walls (counting down from the top) seem to have doors pre-layered.

Ah - yeah that's all just mockup stuff - all will be modular and sprite-sheetized soon!
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moi
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« Reply #153 on: November 20, 2009, 11:54:26 PM »

Ah ok.
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oryx
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« Reply #154 on: November 21, 2009, 01:13:08 AM »

brain... melting...

Think I got everything.... How easy is it for coders to decipher this? Do I need a more in depth explanation of which pieces are what? I added a little key to show how the sprites are broken up... permutations are below, thing are broken into left, right, and middle.

Will add some more stuff tomorrow.

« Last Edit: November 21, 2009, 01:16:20 AM by oryx » Logged
Türbo Bröther
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« Reply #155 on: November 21, 2009, 01:36:52 AM »

Having done several versions of the one first person dungeon engine I'm having no troubles working that out.
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oryx
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« Reply #156 on: November 21, 2009, 01:58:32 AM »

Having done several versions of the one first person dungeon engine I'm having no troubles working that out.

cool, and I can walk anyone through the specifics if needed... the 8x16's on the left are middle slices, showing the next space in the distance... the rest hopefully are pretty self explanatory if you look at the sample sheet, showing turns left and right, facing walls, etc.

And which engine btw? link?
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Stargoat
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« Reply #157 on: November 21, 2009, 02:22:09 AM »

If you get time, make some more boss sprites for me to steal.
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Türbo Bröther
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« Reply #158 on: November 21, 2009, 04:38:15 AM »

And which engine btw? link?
Here is the topic where my various builds went. There's three different builds, one is a fairly standard one, the next lets you  dig your own maze and the last one offers up six different viewpoints. All of them are done in The Games Factory which seems to be a bit hit-and-miss with some PCs so hopefully yours will run them.
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cheapshot
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« Reply #159 on: November 21, 2009, 04:56:30 AM »

Wow, that looks like a LOT of work.

/bow
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