Angband 64 x 64 pixel tileset

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  • buzzkill
    replied
    Originally posted by Shockbolt
    Would you like skull & snake rings within Angband, or would that be too cliche?
    These could add some variety to the staffs too, now that we have enough resolution to show greater detail.

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  • Shockbolt
    replied
    Would you like skull & snake rings within Angband, or would that be too cliche?

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  • Shockbolt
    replied
    Originally posted by will_asher
    Legendary mice makes me think of the Redwall books by Brian Jacques. I read one and couldn't stand to read more because the animals weren't animals at all. They were just humans wearing fur.
    I have not yet fully decided everything about their characteristics other than that they are still mice, but able to communicate and stand on their hind legs and be able to manipulate objects the same way that humans does.

    I've read my fair share of various comic books and I would say that the universe of Mouse guard by David Petersen has the "feel" that comes closest to what I'm trying to achieve in Legendary. At first, Legendary will come with a rich enough story to keep the players happy with the gameplay revolving around a refuge, a tiny mouse village built upon an ancient ruined city, with a deep deep dungeon filled with mysteries and small puzzles...

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  • Shockbolt
    replied
    Originally posted by smileyy
    I didn't see anything about this on the first page of the post -- what's the licensing of your artwork? Public Domain? Open Content license? Something else?
    I'll edit the first post so it has some words about this. It's not the first time this question has been brought up over the months I've been at it painting the tileset.

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  • Derakon
    replied
    Originally posted by will_asher
    Legendary mice makes me think of the Redwall books by Brian Jacques. I read one and couldn't stand to read more because the animals weren't animals at all. They were just humans wearing fur.
    As opposed to all the other talking animals in fiction?

    (Yeah, Redwall's pretty anthropomorphized, if I recall correctly)

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  • will_asher
    replied
    Legendary mice makes me think of the Redwall books by Brian Jacques. I read one and couldn't stand to read more because the animals weren't animals at all. They were just humans wearing fur.

    Leave a comment:


  • nppangband
    replied
    Originally posted by Shockbolt
    I wonder what roguelike I'll be painting tiles for next, after Angband is complete...

    If you are taking suggestions, I know one variant where your artwork would be most appreciated....

    (Although I think Nick beat me to it and I am second in line)

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  • smileyy
    replied
    I didn't see anything about this on the first page of the post -- what's the licensing of your artwork? Public Domain? Open Content license? Something else?

    Leave a comment:


  • Shockbolt
    replied
    Today has been kinda productive, here comes the base ring tiles for Angband, the rings as they are before adding the various metal colors, gemstones/minerals:

    Last edited by Shockbolt; April 15, 2014, 20:06.

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  • Derakon
    replied
    Aww, mice! :3

    "Cute meets grim & gritty" is always such an interesting bit of cognitive dissonance.

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  • Shockbolt
    replied
    Angbands base staves, I plan to add more details to most of them in another update:




    What's left now is:

    -Player tiles
    -Rings
    -Rods
    -A portion of artifacts
    -Terrains
    Last edited by Shockbolt; April 15, 2014, 20:06.

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  • Shockbolt
    replied
    More Angband tiles, the last of the amulets:

    Last edited by Shockbolt; April 15, 2014, 20:06.

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  • Shockbolt
    replied
    Originally posted by smileyy
    Hopefully not a dumb question, but if one were going to use these tiles to paint a level, would one need to be doing some transparency work to not have the double-height images clobber the tile directly to the north?
    The current graphics for the dungeon floor/walls/doors is mimicking 3D in a 2D way. This means for a "complete" wall, you would need two tiles stacked on top of each others, where the top portion would need to be rendered on top of anything that stands north of the wall, be in the player, a monster or an object/item.

    The same would have to be done for the monster tiles that are taller than 64 pixels, everything above 64 pixels would need to be rendered on top of anything standing on the tile to the north of it.


    That is the way ToME is currently doing it today, and I'm hoping it can be done sometime in the future with angband also. But, until then, I will make a set that is rendered flat, like it's currently being done with angband.
    Last edited by Shockbolt; October 8, 2011, 10:56.

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  • Shockbolt
    replied
    Originally posted by bio_hazard
    I know this is the antithesis of what roguelikes are about, but I feel like you could make the tiles first and then someone could code a game worthy of it.

    I can't wait until I get to see these in action! Great work, Shockbolt!
    I'm already doing that, for a game called Legendary and it's about Mice in the role of humans set in a fantasy world raged by war and evil. I hope to some day be able to launch it for the ipad and later/at the same time for pc/mac.

    At this point, I have nobody committed to the project as programmers. I'm pasting a few images of the artwork that I've made for the game so far below here:















    Last edited by Shockbolt; October 8, 2011, 10:30.

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  • Shockbolt
    replied
    Originally posted by Derakon
    Yep, and the transparent tiles do exist. Shockbolt is displaying them on backgrounds here for added verisimilitude (and possibly to make stealing them for non-Angband projects slightly more difficult?).
    People will always steal/lend in the end, as I used to do when I was younger, downloading just about everything off of the internet. With these tiles, I do hope that people who would like to use them with their games, simply ask before doing so.

    Placing them on background tiles before showing them here is done for one reason, it makes them look pretty much the same way they will in game, against a non-flat colored background/textured floor. Putting them on a flat colored background/non textured floor makes their shades appear crappy, as seen below:

    Last edited by Shockbolt; April 15, 2014, 20:06.

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