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Author Topic: Graphs for DooM Roguelike  (Read 57305 times)

Derek

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Graphs for DooM Roguelike
« Reply #30 on: February 05, 2006, 04:56 »

Hey, Kornel - good to hear from you!  Hope your studies are going well. ;)

I'm glad you enjoy the sprites and I'd be more than happy to do the tileset for 1.0.0!  The truth is that I'm a huge fan of both Doom and Roguelikes... what can I say, to work on Doom RL would be a joy.

I completely agree with you about keeping the graphics as Doom-ish as possible and having dark floor tiles.  The blue floor tiles I put in the mock-up were just placeholders.  In fact, all of the sprites I've posted could use some minor tweaking to make them look just right. :)

Regarding multi-directional sprites, if it's something you'd like to have in 1.0.0, then I can do it.  Wouldn't be a huge problem since the sprites are small and not animated.  One of the reasons why working with these tiles is so much fun.

No need to worry about scenery sprites, either.  I'd rather you had the time to spent coding the game and thinking of improvements!  We can give each type of level its own unique look... so that when you descend into Hell it really looks like Hell!

Anyway, there's lot to talk about but plenty of time to talk about it.  Good luck with the rest of your exams and contact me when you have some free time.  I'll keep checking the forums, as well.

P.S. I think a 4-tile Spider Mastermind would be pretty badass and a big surprise to the player!
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Kornel Kisielewicz

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Graphs for DooM Roguelike
« Reply #31 on: February 08, 2006, 19:39 »

Quoting: Derek
Hey, Kornel - good to hear from you! Hope your studies are going well. ;)

Aaaaarrrrrrghhhhhh! *sounds of chaingun fire* ^_^
(still about 2 weeks of hellfire left :-/)

Quoting: Derek
In fact, all of the sprites I've posted could use some minor tweaking to make them look just right. :)

Which doesn't change the fact that they look amazing already -- even my father loved them -- and he doesn't play games at all :-).

 
Quoting: Derek
Regarding multi-directional sprites, if it's something you'd like to have in 1.0.0, then I can do it. Wouldn't be a huge problem since the sprites are small and not animated.

I will have to thing about that more -- in the first version I guess we'll stick with one-directional (forward) and see how it looks.

Quoting: Derek
No need to worry about scenery sprites, either. I'd rather you had the time to spent coding the game and thinking of improvements! We can give each type of level its own unique look... so that when you descend into Hell it really looks like Hell!

I just hope that you'll manage to preserve their doomishness as well as you preserved the doom-feel of the characters :-D. The floors would need be darker than in the original tough, for we want the characters to stand out more.

Quoting: Derek
Anyway, there's lot to talk about but plenty of time to talk about it. Good luck with the rest of your exams and contact me when you have some free time. I'll keep checking the forums, as well.

Very true ^_^. In fact I shouldn't be writing this -- I've got a compiler to write for my end-project... Yet, I can't afford to loose your interest ;-D.

Quoting: Derek
P.S. I think a 4-tile Spider Mastermind would be pretty badass and a big surprise to the player!

Multitile monsters pose serious problems to the game engine. We can fake it tough -- make the sprite bigger than one cell, and then draw it over the screen.
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Kornel Kisielewicz

Anticheese

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« Reply #32 on: February 09, 2006, 05:10 »

Quoting: Kornel Kisielewicz
make the sprite bigger than one cell, and then draw it over the screen.


I can imagine people going WTF when they see TSM overlapping the wall..


+ = Can go here
X = No go zone (Sprited TSM)
S = TSM

              ++++
              +XX +
              +XS +
              ++++

Lock TSM going into the NGZ and keep the player out of it too?
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Aerton

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« Reply #33 on: February 09, 2006, 05:58 »

Quoting: Anticheese
I can imagine people going WTF when they see TSM overlapping the wall..


It would be centered around the tile the mob is standing on, as in other tiled games with big monsters or objects.
Otherwise, not only would it look bad near wall, but you would WTF in open space when you'll try to shot into X and the projectille will fly through.
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Anticheese

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« Reply #34 on: February 09, 2006, 06:17 »

Uh-Huh, I just cant see that one working unless you blocked the other 3 tiles and made them receptive to damage

(AFAIK centering in roguelikes can only work if say, You have XYX or XXX
                                                                                                    XYX
                                                                                                    XXX)
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Aerton

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« Reply #35 on: February 09, 2006, 12:05 »

Well, a centered figure fully ocupies only one cell (the cell it is standing it).
It's just extends a bit to the neightbour cells.
Sprites don't have to be aligned to the grid as text terminal does or to have the same size.
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Kornel Kisielewicz

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Graphs for DooM Roguelike
« Reply #36 on: February 09, 2006, 12:22 »

Quoting: Aerton
Well, a centered figure fully ocupies only one cell (the cell it is standing it).
It's just extends a bit to the neightbour cells.
Sprites don't have to be aligned to the grid as text terminal does or to have the same size.

That was exactly what I envision.
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Kornel Kisielewicz

Thomas

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« Reply #37 on: February 09, 2006, 21:47 »

They look awesome! But I'm wondering how you're going to fit the cyberdemon in...
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Anticheese

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« Reply #38 on: February 10, 2006, 03:49 »

With great difficulty my good friend..

(I.E Similar to how they will fit in the SMM)
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Graphs for DooM Roguelike
« Reply #39 on: February 16, 2006, 05:46 »

TILES SUCK IN ALL ROGUELIKE
PLZ DONT ADD TILES TO ANY GAMES
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Anticheese

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« Reply #40 on: February 16, 2006, 06:28 »

Uh-Huh..

I am refraining from deleting that little bit of troll for the following reasons:

A. To make an example of bad posts

B. So that people know how not to post

C. Varients on the above.

On a personal note:

A. This is really..quite funny

B. I support having optional tiles, Even though I am a roguelike purist.

--

Feel free to register an account and post some constructive criticism over this issue.

And to the rest of the world: Every time you post like the guy above me, God kills a kitten.

Please, Think of the kittens.
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Excrucior

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« Reply #41 on: February 19, 2006, 13:27 »

Hello,

I like the sprites, though as Kornel Kisielewicz said, probably would be more fitting to have them darker. I hope to see them in the game, because that way, I could make some @ phobic people play DoomRL :>.
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Santiago Zapata

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« Reply #42 on: February 20, 2006, 18:53 »

The Sprite set is beginning to look amusing.... I really like it!

In my opinion, doing directional / animated sprites would be a waste of time... which can be best spend on perfecting the sprites or working on the scenery tiles.

About 'fake multitiles' monsters, it is a great idea... they could even be *high*, so that you can walk behind them, that would really give a good impression of size.
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Santiago Zapata

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« Reply #43 on: February 22, 2006, 14:48 »

A sample mockup of how it would look with better terrain background and darker hues:
http://peltkore.net/~szdev/share/doomrlMockup.png
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sn0rb

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« Reply #44 on: February 22, 2006, 22:23 »

I dunno if it's intended, but it resembes SD anime mixed with CDogs. I like it!
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Well, excuse me while I defy all laws of logic and science and do it anyway!
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