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Looks good, except the angle on the walls when they're on the upper part of the tile. Should shrink again.
Huh...what exactly do you mean by that? Do you mean I should foreshorten the back walls so that the bricks aren't as wide? If that's the case, the perspective for those is just fine so I shouldn't change them. On the other hand, the perspective of the side walls is wrong (the beams should be closer) which might be throwing off your perspective for the back walls. I've considered changing the latter but I couldn't find a clean-looking way to do so.
Work continues on my tileset. I decided to draw a few sprites, add a few more tiles and scrap the realistic look for the walls. Everything is still in 24px, though.

[Image: mockup_by_dragondeplatino-d8k2clm.gif]

My plan here is to get the sewer tileset from Pixel Dungeon finished, and then seek out a modder to see if I can get this work into the game. For that reason, I left the water texture flat and didn't add any water coming out of the wall pipes. Both of those things are animated in-game with special particle effects and reflections.
This looks nice, but why are both of those doors facing the same direction.
That's just a convention most old roguelikes have. I attempted to draw separate side-facing doors, but because of the perspective they don't look that great. And if a creature stands in an open side-facing door, it looks especially odd.

[Image: mockup_by_dragondeplatino-d8k2od5.png]
Yeah baby, now this is starting to look like a finished tileset!

[Image: mockup_by_dragondeplatino-d8k7ynb.png]

With the brunt of the main tilework out of the way, I've decided on my final tile setup. There aren't dedicated wall tiles for fancy things like T-intersections, but the sheet is very compact and would be easy for a programmer to implement. Next, I'll finish up a few miscellaneous objects like statues and then sprite the rest of the sewer creatures.
Looks good, but I do not understand what is up with the door. Is it one that you push open or is it one that pulls itself down if you walk near it?
In Pixel Dungeon, doors swing open when creatures stand on the same tile as them. This lets them see in rooms but lowers their evasion to 0% for a turn and makes them very vulnerable to fire attacks. When they walk off the door tile, it closes behind them.

A receding metal door would be interesting, though. In addition to the Sewer, Pixel Dungeon has a Prison, Cave, Dwarven City and Demon Hall area. A receding metal door might work best for the Prison area.
Oh. I get it now.
The floor tile with mold is sorta unclear to me, I feel like it isn't very visible, or at least not visible enough.
Also, I think there could be more variations to the the walls, maybe having cracks on them, shackles, mold, etc. Some for the wooden floor tiles, some broken off boards, trash around, you know, add some spice to the tiles to sell the idea that this place is a dungeon.
Well, I suppose I spoke too soon when I said I had all of the terrain tiles I needed. After a lot of consideration, I decided to add all of the possible terrain tiles instead of forcing my future programmer to work around the tileset's limitations. It'll be more work on my part but it'll make the tileset easier to implement.

[Image: mockup_by_dragondeplatino-d8kgt4r.png]

I also finished up the sewer sprites and added a few more decorative tiles. All that's left are the traps, a few more decorative tiles, and maybe a few items.

(03-05-2015, 12:45 AM)LevelĀ 1 Wrote: [ -> ]The floor tile with mold is sorta unclear to me, I feel like it isn't very visible, or at least not visible enough.
Also, I think there could be more variations to the the walls, maybe having cracks on them, shackles, mold, etc. Some for the wooden floor tiles, some broken off boards, trash around, you know, add some spice to the tiles to sell the idea that this place is a dungeon.

Don't worry, the moldly tile won't be that subtle when viewed in-game because all of the graphics will be viewed at a 4x zoom. And I'dĀ love to add more ruined tiles, but I'd like to keep things as simple as possible for now. I mean, let's not forget that the unmodded game looks like this. It's already a huge graphical jump as is.
The north/south doors don't look like they're connected to the wall, so you could probably get away with east/west doors doing the same thing. I think the bigger issue is how to make it look opened without it reaching into another tile.
Kinda lost my drawing groove over spring break, so most of my time has been spent catching up on the newest roguelikes like FTL: Faster Than Light, Rogue Legacy, Risk of Rain, etc...

[Image: stonesense_mockup_by_dragondeplatino-d8pj03k.png]

Here's a little isometric mockup for Stonesense! It's a 3rd party program that lets you view Dwarf Fortress in pseudo-3D, allowing you to take screenshots like this. It's a huge improvement over the ASCII graphics, but it runs a lot slower. My intention here is to draw the entire tileset in 8-bit color (256 colors) which will (hopefully) speed up the game a bit if the developer adds an 8-bit color mode.
Basing the tile designs on Minecraft are we? The thing is though...yours look miles better, because you actually used hue-shifting, unlike MC's bland tileset.
Oh, wow! I wish you'd make a Minecraft texture pack now. ^^
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