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Author Topic: "Project Zero" - Spritists needed  (Read 5053 times)

Deon

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Re: Project0 - Spritists needed
« Reply #30 on: May 31, 2010, 11:03:22 pm »

Woo, cool rats. Now we need 3 more directions for that :P. (nord/west/east).

Meanwhile yeah, it was my first night in the last week I've slept, so now I am fresh and cool. I will go and code something else, like melee damage or music for the jukebox :).
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Outcast Orange

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Re: Project0 - Spritists needed
« Reply #31 on: May 31, 2010, 11:55:44 pm »

This looks awesome.
Consider me enlisted.
I hope my sprite crafting skills are high.
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Deon

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Re: Project0 - Spritists needed
« Reply #32 on: June 01, 2010, 12:28:58 am »

I've got a tree :)

Yay for the big sprites.


P.S. Dang, I can't figure out how to use objects more than 1 tile wide correctly, the bottom left tiles is always used as an object tile.... So 1 tile wide trees for a while. Still better than 32x32 :P.
« Last Edit: June 01, 2010, 12:45:14 am by Deon »
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Deon

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Re: Project0 - Spritists needed
« Reply #33 on: June 01, 2010, 01:49:17 am »

I've made a few new tiles and finally replaced the ugly ground tile with a better one which is not as "tiled" as that one.
Now we have grass, dry grass, sand, ground and stone plates.

Also it took some time to create all possible ground-sand transitions.

Example of transitions:
Spoiler (click to show/hide)
Also, as you see, I've shaded tires.

Not perfect but quite OK for me. I don't like sharp tile transitions (i.e. none) many lazy byond designers use.
« Last Edit: June 01, 2010, 04:14:09 am by Deon »
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Deon

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Re: Project0 - Spritists needed
« Reply #34 on: June 01, 2010, 04:13:56 am »

I've got a few more tiles. A wall terminal (first pic), some stuff for kitchen (2 pic) and some stuff to make bedrooms (3rd pic).

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Also, as you see, I've made a variation of a standard wall because it was too tiled, and also I've made T-shaped and X-shaped wall intersections to make rooms possible.
« Last Edit: June 01, 2010, 05:55:01 am by Deon »
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Cajoes

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Re: Project0 - Spritists needed
« Reply #35 on: June 01, 2010, 04:50:31 am »

Technically speaking, that's a ╠ intersection.
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Deon

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Re: Project0 - Spritists needed
« Reply #36 on: June 01, 2010, 05:54:40 am »

Heh, what's a big deal.

I've made phones, wall pictures and pool tables.

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tomas1297

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Re: Project0 - Spritists needed
« Reply #37 on: June 01, 2010, 06:23:36 am »

 I haven't played or even heard of wasteland so I have a few questions...
What level of technology do the people have?
Are there any monsters or mutants or zombies or whatever?
Will we have guns?Real?Fictional?Ballistic or energy?I am quite decent in fictional weaponry,but I don't do real guns.
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Amikron

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Re: Project0 - Spritists needed
« Reply #38 on: June 01, 2010, 06:39:49 am »

Wasteland = Fallout for the most part.

1990s - 2000s tech, possibly some energy weapons and whatnot depending on how far Deon wants to go with it.

edit: When I say =, I mean Fallout was inspired by, and took a lot from, Wasteland. (As well as films like A Boy and his Dog, Mad Max, etc.)
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tomas1297

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Re: Project0 - Spritists needed
« Reply #39 on: June 01, 2010, 07:24:17 am »

Wasteland = Fallout for the most part.

1990s - 2000s tech, possibly some energy weapons and whatnot depending on how far Deon wants to go with it.

edit: When I say =, I mean Fallout was inspired by, and took a lot from, Wasteland. (As well as films like A Boy and his Dog, Mad Max, etc.)
So,we have mostly hand crafted,half-wooden weapons?Noice.I need the template to do it tho. :|
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Deon

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Re: Project0 - Spritists needed
« Reply #40 on: June 01, 2010, 07:31:56 am »

Amikron is right.
Longcat is long.

Something like that.

I've made a phone calling code, but until I make cellphone items it's unnecesary. I think it's about time to implement an inventory system close to the one which Dwarfed uses, I hope Head will help me with it this night.
Also I need to figure out how do I want attacks to be calculated.

tomas1297: I will go with less fictional weapons, at least I will try to lead that to minimum. I want a world in a theme of 1950-1970. There will be energy weapons and devices like teleporters, but they will be very rare and I don't even know WHEN will I start to add them (I've already made them though, hehe).

Don't be too pessimistic though, I can change my mind about it any time. Still I don't want it to be a "sci-fi" shooter, I would prefer a closer-to-the-ground atmosphere.

There will be mutated animals like giant rats and insects, there will be defunct. robots and simple punks. I think there will be zombies, but not as walking dead or some other stupidity like that, but an infection would work.

I don't even know how far will I go with fictional enemies. I want the game to be more of a community game, maybe with a possibility to play "rounds" like there're in SS13  and with "advanced" mode without missions.

Still there will be aggressive NPCs and missions tied to them because I don't want it to be uninteresting for a low number of players.



While we're on it, I want to describe how I work. I have an unusual schedule. I mean I don't make features and add details further as common developers do. No, I build a small map, look around and find small features I can add (like jukebox, phones etc.). This may lead to some features being unavaliable for a long time, but I will try not to make it fatal :P.

Quote
So,we have mostly hand crafted,half-wooden weapons?Noice.I need the template to do it tho. :|
Yep, most of items (almost all) will be craftable.
Think of crossbows, zipguns and nailed boards.

Also I wouldn't suggest to draw weapons yet because I may change the pose a bit or something like that... Sprites for monsters and props would be much more handy.

P.S. Notice that there's electircity though, so there will be a nuclear power plant and cables. Oh god, how could I forget power lines and poles :). I will draw them ASAP.
« Last Edit: June 01, 2010, 07:34:44 am by Deon »
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tomas1297

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Re: Project0 - Spritists needed
« Reply #41 on: June 01, 2010, 07:51:51 am »

Yeah,about the pose,the human/player guy looks too blocky.I guess I'll make some crafting stuff.
Things I intend to sprite.

Tools:
-Screwdriver
-Hammer
-Saw

Crafting components/parts:
-Scrap
-Scrap pile (perhaps container where you can find random junk?)
-Iron pole(weapon barrel)
-Plank
-Nails
-Mechanisms

Edit: http://filesmelt.com/dl/Crafting.dmi

I made these fast and you may want to change their position in a tile.


« Last Edit: June 01, 2010, 08:23:09 am by tomas1297 »
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Deon

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Re: Project0 - Spritists needed
« Reply #42 on: June 01, 2010, 09:30:40 am »

I redrew the character a bit.



Clothes are an overlay. I mean they do not change the sprite, they are applied on top.

Example:


P.S. Hairstyles, beards etc. will be applied the same way.

Here's a duke nukem style:
« Last Edit: June 01, 2010, 10:19:40 am by Deon »
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tomas1297

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Re: Project0 - Spritists needed
« Reply #43 on: June 01, 2010, 10:29:21 am »

Byond file please?
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Deon

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Re: Project0 - Spritists needed
« Reply #44 on: June 01, 2010, 11:06:21 am »

Ah sorry, sure: download
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