Angband 64 x 64 pixel tileset

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  • Shockbolt
    replied
    Originally posted by Nick
    You really want to look at this thread, which is on the QT port of NPPAngband which is aiming at having a tablet version.

    Angband is currently undergoing a major rewrite too, but starting from the internals and going outward, whereas the NPP one has basically started from the visuals and is then making everything else work (if I understand correctly). We're kind of hoping they'll meet in the middle
    Thanks Nick, I'll check out that thread right away.

    Angband getting a rewrite, I do like the sound of that, maybe the 2.5D walls and doors can get into the new version, if they haven't been added already

    Downloaded the most recent version of Angband now, trying to find out what's been tweaked since last time I played it.

    Leave a comment:


  • Diego Gonzalez
    replied
    Hi Shockbolt. We usually talk with Jeff about how great would be to use your awesome tileset in the new NPP. It's a fantastic art work. I could be possible that you draw some of the missing tiles for the new NPP items like traps and terrain?
    Thank you!

    Leave a comment:


  • Nick
    replied
    Originally posted by Shockbolt
    Last but not least, I've been itching to have a proper roguelike made for ipad, if any programmers in here are keen on creating an ipad roguelike version, with graphics, then I'm all in.
    You really want to look at this thread, which is on the QT port of NPPAngband which is aiming at having a tablet version.

    Angband is currently undergoing a major rewrite too, but starting from the internals and going outward, whereas the NPP one has basically started from the visuals and is then making everything else work (if I understand correctly). We're kind of hoping they'll meet in the middle

    Leave a comment:


  • Shockbolt
    replied
    It's been a while since I last posted anything in this forum, and regretfully it's been a while since last time I played Angband. I blame my art projects for that

    Having a break from most projects now, since it's easter, figured I'd get some characters killed in Angband again, and update some of the tiles/tokens in my Shockbolt tileset, replacing the current versions with better looking versions.

    I'll simply download the most recent version of Angband and add the new versions into that tilesheet, and make it available for anyone who'd like to use it. I'll also post side-by-side images in here, showing old and new versions.

    Last but not least, I've been itching to have a proper roguelike made for ipad, if any programmers in here are keen on creating an ipad roguelike version, with graphics, then I'm all in.
    Last edited by Shockbolt; April 15, 2014, 12:04.

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  • Antoine
    replied
    Originally posted by Shockbolt
    No worries there. I might even go back to the PSD files and create a tileset that is based on the original 128x128 or 128x256 sizes, after I'm finished with the kickstarter project graphics.
    Well, for myself, what I really want is 96x96/192, so if you ever did release a 128x128/256 tileset, perhaps I would get it and create my tiles by scaling down from big rather than scaling up from small, and perhaps that would look better. But I am sure it's not worth doing it on my account!

    A.

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  • Shockbolt
    replied
    Yes, even comicbook artists work that way, drawing pages 1.5-2 times the size of the final version, then downsizing their work to achieve greater detail in their work.

    Here you see the true paintsize of some of the Middle-earth related tiles in Angband:

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  • Derakon
    replied
    Originally posted by Antoine
    Curious - are you saying you originally drew your tiles in a much bigger size, and then shrank them down? If so, why?

    A.
    This is very common, actually. It's physically hard to work in a setting where every pixel matters, but much easier to work at 2x or 4x or even 8x the size you eventually intend to use. This gives you a lot more "space" to work with.

    Drawing at the "final size" for a 64x64 tile would be a bit like trying to draw on a postage stamp. Sure, it's doable, and some people prefer to work that way, but if you had the option to instead draw on a normal-sized sheet of paper and then downsize, you'd probably prefer to work that way.

    Leave a comment:


  • Antoine
    replied
    Originally posted by Shockbolt
    No worries there. I might even go back to the PSD files and create a tileset that is based on the original 128x128 or 128x256 sizes, after I'm finished with the kickstarter project graphics.
    Curious - are you saying you originally drew your tiles in a much bigger size, and then shrank them down? If so, why?

    A.

    Leave a comment:


  • Shockbolt
    replied
    Originally posted by Antoine
    The Rolemaster work is very fine (though its not my favorite rpg system).

    In terms of ui, my next task is to find a gui toolkit that works for python on android. Ill revisit the cosmetics after that, and yes, will knock at your door at that point.

    By the way, i have scaled your tiles up by a factor of 1.5 because the phone screen has such high resolution. They have lost some crispness in the process. Do you approve?

    A.
    No worries there. I might even go back to the PSD files and create a tileset that is based on the original 128x128 or 128x256 sizes, after I'm finished with the kickstarter project graphics.

    Leave a comment:


  • Antoine
    replied
    The Rolemaster work is very fine (though its not my favorite rpg system).

    In terms of ui, my next task is to find a gui toolkit that works for python on android. Ill revisit the cosmetics after that, and yes, will knock at your door at that point.

    By the way, i have scaled your tiles up by a factor of 1.5 because the phone screen has such high resolution. They have lost some crispness in the process. Do you approve?

    A.

    Leave a comment:


  • Shockbolt
    replied
    It doesn't exactly fit into this thread, but here's some UI graphics I made for the ICE Rolemaster ruleset for use with Fantasy grounds 2, soon to be added to the official release of the software:

    Leave a comment:


  • Shockbolt
    replied
    Originally posted by Antoine
    please imagine a nice frame around the scrolling message area, a pretty title at the top of the screen, and nicer buttons to bottom right.

    A.
    Do let me know if you need help with the UI graphics as well for your game, you have my e-mail

    Leave a comment:


  • Mikko Lehtinen
    replied
    Originally posted by Antoine
    Building a party is quite fun - there are about 100 abilities to choose from, you need to cover (most of) the basics but there are various ways to do it. This party of six 6th level characters includes two DPS warriors (front left deals damage and blocks physical attacks, front right just deals damage), a tank priest (front middle, who pretty much just stands in the front row and taunts the mobs), a healer (rear middle, he automatically casts healing spells whenever necessary so takes up very little of my attention), a glass cannon wizard (rear left), and a thief (rear right, he specialises in shooting enemy spellcasters whenever they open their mouth, which pretty much shuts most of them down).
    This sounds fun.

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  • Mikko Lehtinen
    replied
    Originally posted by Shockbolt
    A handful of new tiles, painted for Antoine's roguelike game:



    These tiles can/will be added to my Shockbolt Angband tileset, free of use as long as the game they're being used with remains a non-commercial project.
    I love the turtle. Now Angband and variants need game mechanics for it.

    Leave a comment:


  • Antoine
    replied
    Screenshot from my in-dev game, which runs on my Android phone (a Samsung Galaxy) and uses Shockbolt's tiles (with his gracious permission):


    It's not a *band nor even a roguelike, but it is a dungeon game.

    Some notes:
    • the characters at the bottom are your party
    • the monsters at the top are enemies
    • the orc has just been hit for 2 (and killed, and is about to disappear)
    • please imagine a nice frame around the scrolling message area, a pretty title at the top of the screen, and nicer buttons to bottom right.


    The gameplay is real-time. The mobs line up at the top of the screen and attack you with various abilities (for example, a naga can spit at you, whack you with a sword, paralyse you with its gaze or summon snakes). Your characters can use counter-abilities (e.g. blocking a sword blow, using a counterspell against paralysis) and can use their own special attacks as well. When you have six characters and there are six monsters attacking you, each with its own abilities that need to be countered within 2-3 seconds, it becomes quite fast and furious.

    Building a party is quite fun - there are about 100 abilities to choose from, you need to cover (most of) the basics but there are various ways to do it. This party of six 6th level characters includes two DPS warriors (front left deals damage and blocks physical attacks, front right just deals damage), a tank priest (front middle, who pretty much just stands in the front row and taunts the mobs), a healer (rear middle, he automatically casts healing spells whenever necessary so takes up very little of my attention), a glass cannon wizard (rear left), and a thief (rear right, he specialises in shooting enemy spellcasters whenever they open their mouth, which pretty much shuts most of them down).

    A.
    Last edited by Antoine; November 2, 2012, 07:51.

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