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Nphyx' Workshop (Need some C&C, last page, thanks!) (PA)

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I was actually more worried about the dirt than the grass being grainy.  I'm not sure if I can change it without losing its character but I'll definitely think about it.
Oh, as for the screenshot, I have cleaned up some of the random speckles on the oak tree (the round one) and I completely redid the leaves on the other tree (the one front and center).  I changed the cracked road autotile so the cracks have more definition - before they were transparent and the noisiness of the dirt sort of obscured them.  I also redid the leaves on the weeds, they now look more leafy and less, um, blobby.  I touched up a few other things, as well.  But nothing noticeable.

Edit: Uploaded my avatar today :)
 
Nphyx":32yn2p42 said:
I have not seen Roadwars, is it console or P&P?  If the former, which console?  I devour anything and everything post-apocalyptic.
Haha, the roadwars game was for Atari ST. This was before these things called consoles became popular~ it was a 'home computer' that was basically a giant grey keyboard, that you plugged into the telly: think massively upgraded Spectrum- it was the counterpart to the Amiga and used (then) revolutionary Double Density (0.98mb!) Floppy discs. You can emulate one on your PC with STeem, if you like.

It was a VERY hard game; I died about 8 times before I actually got a good start. Check out the description here on Little Green Desktop:
http://www.atari.st/view.php?id=1405

Original Roadwars is liek a 1980 Pen and Paper RPG. You might be able to get a copy on ebay...but don't count on it...
 

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Nice! I will have to get that hooked up some time soon.

Edit:  Here's a new screenie with the brick building mostly done (I haven't done a window border for it yet, among other things).  Made some other adjustments as well.  Need to add a version of a sidewalk corner which lines up with the sides of the buildings now.  Oh, it's missing a shadow along the indented part of the brick building now that I think of it, I will need to make a proper shadow shape to line up with it.
http://img.photobucket.com/albums/v326/ ... apsSS4.jpg[/img]
 
I must say Nphyx, that looks really good. The one thing that bugs me a little is the fact that it looks like the building on the left has the same texture as the sidewalk, and it kinda takes away from the perspective. But the detail on the background, the brick building, and the trees is phenomenal. Ace work. :)
 

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Yeah, I have been chewing on that too.  I was going for old concrete, trying to give it a varigated texture, but I'm thinking now I should make it more like stucco.  Who makes the outside building out of concrete anyway.  Maybe marble, or cut it up into blocks?  I don't know.  In any case thanks for pointing it out, now I know it's not just me.  Here's another screenie, I did the windows and fixed the color and rust on the light posts (they got messed up when I copied them over from the other tileset due to using a different palette).  Note I will be replacing the screenshot in the main post with this one, just in case anyone trips out.
http://img.photobucket.com/albums/v326/ ... apsSS5.jpg[/img]

1/23/08:

Rather than double posting, I'm editing in yet another new screenie with today's work.  I did some serious reorganization on the tileset, which allows some more complex layering, especially in the windows.  As you can see, it's now possible to allow the player to enter a building and wander around a little and be seen through the windows, among many other things.  This I hope will become a partial solution to the problem in modern settings of having a million buildings with all mysteriously locked or blocked doors.  Let the player wander around inside but don't make a big deal of it, I say. : ) 

I finished texturing the wood building, but I'm not happy with the roof yet.  I added a wood awning, no shadow for it yet but it'll be there.  Oh I also completely redid the concrete building, it's now made of textured concrete blocks.  I think it's a big improvement.  I haven't decided on the texture for the roof on that building type.  A doorway for the brick building is finished as well and I think it's smashing :)  The door itself will be a sprite of course.

http://img.photobucket.com/albums/v326/ ... apsSS6.jpg[/img]
 
The re-texture of the cement blocks on that house is much better. I also like those black/white tiles. But why would someone deck their entire house with black/white diner tile? :P

And you know I didn't really notice this before but yeah, the dirt is really ... Hm, well, like static. It would be okay if the asphalt had a similar texture, but it's smooth. Something needs either a decrease in contrast or a re-texturing there  :lol:

Still loving it, though!
 

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The tile is only for business oriented buildings. I'll do some carpet later too :]  Next post I will drop the contrast on the dirt, we can see how it comes out.  I'm not sure what to do to texture the asphalt but I will think on it.
 
I can only imagine that the asphalt would have a similar texture to the dirt, but with a much, much subtler palette so only a little texture can be seen.
 

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I went with cracks, which makes sense in a post-apoc setting.  It came out better than I expected, but not perfect.  Also, toned down the dirt, which I think was successful:
http://img.photobucket.com/albums/v326/ ... apsSS7.jpg[/img]

Also done today, a brick wall (not shown), concave corners for the brick rooftop, a passability map for pixel movement (still having problems with that so it's not going to be posted yet), several graphical fixes nobody will likely notice, and some shadows.
 

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Excuse the double post, I have a couple of major new items in the main post, so here's a bump. :)  I have put out the current version of the tileset I've been working on, it has lots of stuff not shown in the screenshots now including brick and wooden fences.    There's also a new screenshot showing some of the accessories. I will be posting another series of screenshots showing different applications of the tileset soon enough when I build more example maps, and probably releasing a demo when I get bugs worked out with passability.  Here's the most current screenie, as well:
http://img.photobucket.com/albums/v326/ ... apsSS8.jpg[/img]
 

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Ew, third post on my own thread.  Well it's been three days easy.  I have had some other projects to work on - a logo design I'm actually getting paid for (gasp) and a website (I'll link it when it's done).  But I got a few minutes today to work on my own little things, and having been inspired by Despain's work on GeredethM I decided I wanted to get to work on a female scraps template.  It was harder than I expected, I'll tell you that!  I'd love some C&C, so here's frame 1:
http://img.photobucket.com/albums/v326/ ... female.png[/img]
 
I'm sorry T_T. I post so often that sometimes truly deserving threads get ignored ;_;

It's awesome to see your progression. I like the new vents and textures. The asphalt still looks weird to me, though. I can't put my finger on it ... It kinda looks like ... Brains? Either that JPG made it look like pea soup or it's been smoothed severely :'O.

I like the Fem-Scraps! Just don't make her pigeon-toed. I hate it when chicks are portrayed as pigeon-toed. Our feet go away from our bodies like like mens' :P. And I thiiiiink her arms could be a liittle longer.
 

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http://img.photobucket.com/albums/v326/ ... female.png[/img]
How's that?  (I overwrote the original, sorry to anyone who doesn't know what I changed, and if it looks the same please reload).

I changed the idle pose too, it animates smoother this way and I think gives her a little more character.  I'm considering something similar for the male template.

http://img.photobucket.com/albums/v326/ ... male-1.gif[/img]
Here she is with the full first four frames of animation.

I'll be adding the animation to the first post.  I gotta say, the male template was relatively easy to work on at this scale, since he's bulky and boxy and masculine, but making something look decently feminine when it's only a few pixels wide is a much larger challenge.  I'm still not entirely happy with it but pretty satisfied with myself nonetheless.

In regard to the asphalt:  Mmmm.  Braaaaiiiins.  It might actually work for the setting... Maybe I could make it pulsate a little bit.  I don't know though, if I make the cracks any larger they tile too obviously or are out of scale.  Maybe I could make them darker?  I'll see how it looks next time I do some work on the tileset.
 

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Okay, it's finished now.  You should be able to see the new ones with a page refresh.  I wondered how it was going to look once sprited on, so I went and captured some hair colors and tried a few things.  It's tiny and definition isn't excellent but I think it works nonetheless:
http://img.photobucket.com/albums/v326/ ... ncept1.png[/img]http://img.photobucket.com/albums/v326/nphyx/hairconcept2.png[/img]

Here's my hair palette.  These are all captured from photos of various hair colors, in outdoor lighting where possible and under warm light when not, with my lighting and shadow applied (found in the top row).  The center pixel can be taken from each if anyone wants to generate their own palettes from them.  The unnatural colors are taken from dyed hair where conditions were good, or else from costume wigs.
http://img.photobucket.com/albums/v326/ ... lettes.gif[/img]

Edit:  I did a full set of hair using the recolor technique I posted to Venetia's tutorial.  You can find them in my main post.
 

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Edits are just fine provided you follow the license - basically, give me credit, don't use it for profit, and you must allow others to use your derivative works as well (damn I should get that link in there).

My tilesets are definitely geared toward a post-apocalyptic setting, I can't imagine how else you'd use them.  I'm not sure how well they will fit any other scale but you are welcome to use them and edit them however you like.  Also note that I build palettes by capturing colors from actual photos, so the saturation and range of values may not mesh well.

All my doors are sprites, they're not released yet as I haven't finished any for anything except trailer tykes (I guess I should post those ones).  They'll get here eventually, I am more concerned with working out the layering and passability issues at the moment.

The tall grass is still sort of WIP, I don't like the whole thing tbh and it might not make the final cut.  But thanks for pointing that out :)

Updates:  I modified the female template's side animations in a couple ways, most importantly to improve her posture, which was a little hunched before and generally unappealing.  I overwrote the old one again because my photobucket is getting cluttered, sorry!  As a consequence I had to change the hair a little bit as well as the clothing but that's not uploaded yet anyway... Incoming. :)
 

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Oh, definitely.  If you do end up doing some edits let me know, I'd love to have more variety without putting in more effort >:)
 
Would you mind if i put up an alternate template for use with these tile sets of yours? It would be about the same size as your Scraps template and the head would not be big  :grin:, if not it's no biggie though, i'm still going to attempt it but i'd like to put it up here if i do complete it.
 

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