Monday, 28 May 2012
Sunday, 27 May 2012
experiments in space
This is a small test piece for another potential project. knowing no 3d programs I had to use Photoshop to make my revolving planet - turns out it makes this kind of thing pretty easy.
anyway - just a small technical victory for me that I wanted to share.
Tuesday, 22 May 2012
Clothes
Here are a small selection of clothes to go with the small items I have made. The top row consist of various peasant and warrior outfits, the second row are just a few slightly silly costumes. Can I get a 'hell yea!' for my red warrior bikini set?
I originally had trousers in the set and was considering making some gloves as well but have decided there isn't much point - Aside from being pretty dull to draw, Three armour slots seem to be sufficient for a player to customise their load out (would those plus 1 leather pants of the dragon really add that much?)
Anyway - at some point I still intend to make multi tile weapon and armour graphics - in which case the most generic of these items would be used to represent items of their kind in the play field. I guess it all depends on what kind of a game you want to make....
Anyway - at some point I still intend to make multi tile weapon and armour graphics - in which case the most generic of these items would be used to represent items of their kind in the play field. I guess it all depends on what kind of a game you want to make....
Tuesday, 15 May 2012
Check it!
Howdy folks,
So far, for the latest version of the tileset I've had 148 downloads, that’s pretty phenomenal from my point of view and I'm proud that so many people have taken an interest in my little project. I've had a few people get in touch to let me know that they are working on something, and one Heroic Champion has even been sending me regular builds of their game!
Over at Droidgnome Cursed Dungeons is gearing up for its first official release, and while still in the very early stages I think it’s shaping up to be a pretty tidy roguelike for Android. Droidgnome has done a great job of implementing touch screen controls and a nice minimal interface (half the battle for a mobile game) and solid level generation that throws up a nice variety of levels. You should go check it out, and if you have an Android device pile on the pressure for that public release.
It has been incredibly helpful for me to see the tiles in action, seeing the sprites shuffle around, watching fires crackle and making doors and chests open and close has been more gratifying than a grown man should admit. It’s also given me a chance to see whets missing from the tileset and what needs more work. All in all, its a world away from staring at my static Photoshop files for hours on end.
So people, what are you working on? Show us your screenshots, send us your early builds, blog it, leave a comment or send me an email. I’d love to see what your making of the graphics and to hear what you need to complete the epic games of wonder I know you have hidden away.
Remember folks - Sharing is caring!
So far, for the latest version of the tileset I've had 148 downloads, that’s pretty phenomenal from my point of view and I'm proud that so many people have taken an interest in my little project. I've had a few people get in touch to let me know that they are working on something, and one Heroic Champion has even been sending me regular builds of their game!
Over at Droidgnome Cursed Dungeons is gearing up for its first official release, and while still in the very early stages I think it’s shaping up to be a pretty tidy roguelike for Android. Droidgnome has done a great job of implementing touch screen controls and a nice minimal interface (half the battle for a mobile game) and solid level generation that throws up a nice variety of levels. You should go check it out, and if you have an Android device pile on the pressure for that public release.
It has been incredibly helpful for me to see the tiles in action, seeing the sprites shuffle around, watching fires crackle and making doors and chests open and close has been more gratifying than a grown man should admit. It’s also given me a chance to see whets missing from the tileset and what needs more work. All in all, its a world away from staring at my static Photoshop files for hours on end.
So people, what are you working on? Show us your screenshots, send us your early builds, blog it, leave a comment or send me an email. I’d love to see what your making of the graphics and to hear what you need to complete the epic games of wonder I know you have hidden away.
Remember folks - Sharing is caring!
Saturday, 14 April 2012
Revised cliffs
I've just tried to tweak the cliff tiles a bit for improved readability. To help get the perspective across I have added a layer of shading to the cliffs to darken them at their base, I have also added a very slim shadow (all there was room for) to help differentiate the different levels in the terrain.
What d'you think? any improvement?
What d'you think? any improvement?
Tuesday, 10 April 2012
Cliffs of Insanity
...well not quite that bad, but they did give me a headache when a power-cut lost all my work and I had to start again.
Anyway, here are some cliffs for the overworld. They follow the same perspective as the indoor tiles (roughly) but are designed to work on a slightly larger scale. Because of this there are a few rules for their deployment. Front facing cliffs take up two rows of tiles and the tale ends of cliffs also take up two tiles. i have also included varients for each piece to insure the rock formations look relatively natural.
I want navigating the overworld to have a different pace and texture to the dungeon levels. Partly to add variety to the environments, but also to accentuate the claustrophobia of subterrania.
Hopefully when I have tiles for buildings, roads, rivers, plant life and ruins some of you fine folks will be able to make some exciting world gen algorithms.
Anyway, here are some cliffs for the overworld. They follow the same perspective as the indoor tiles (roughly) but are designed to work on a slightly larger scale. Because of this there are a few rules for their deployment. Front facing cliffs take up two rows of tiles and the tale ends of cliffs also take up two tiles. i have also included varients for each piece to insure the rock formations look relatively natural.
I want navigating the overworld to have a different pace and texture to the dungeon levels. Partly to add variety to the environments, but also to accentuate the claustrophobia of subterrania.
Hopefully when I have tiles for buildings, roads, rivers, plant life and ruins some of you fine folks will be able to make some exciting world gen algorithms.
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