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Author Topic: Graphs for DooM Roguelike  (Read 57387 times)

Derek

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« Reply #45 on: February 22, 2006, 23:57 »

Hey guys!  Really glad you dig the sprites.

@Santiago: Great mockup!  I definitely like what you did there with the floors, although I think the characters and walls are a *bit* too dark.

I'll maybe do a test Spider Mastermind or something in the next few days and see how you guys like it.  Hopefully he should look pretty badass. :)
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jake250

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« Reply #46 on: February 23, 2006, 02:22 »

Uh, that is way too dark! My luminosity is really high here and the character are hard on the eyes. Brighter please!

But it look neat anyway! Want more!
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Kornel Kisielewicz

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« Reply #47 on: February 23, 2006, 04:11 »

Quoting: Santiago Zapata
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.

Yeah, that was what I meant :]. The mockup is basicaly the direction I want to take, tough it might be TOO dark -- for me it's fine, but I'm on a LCD, and nothing looks too dark here ^_^. When the game goes graphical, Gamma Correction might be possible.
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Kornel Kisielewicz

Kornel Kisielewicz

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« Reply #48 on: February 23, 2006, 04:16 »

Quoting: Derek
Hey guys! Really glad you dig the sprites.

Duh, the sprites speak for themselves :].

Quoting: Derek
@Santiago: Great mockup! I definitely like what you did there with the floors, although I think the characters and walls are a *bit* too dark.

Agreed, but it's closer to what I would like than bright blue ;-). I also recently watched a few Doom speedruns, and I guess that's a great way to remind oneself the feeling of Doom graphics. Also, all of you need to remember, that once tiles will come into play, I will surely redesign the lighting code, so it supports various degrees of lighting. That means that tiles will be "darkened" dynamicaly with distance. [[ yeah, it sounds cool, but I have to yet figure out how to do that efficiently ^_^ ]].

I'll maybe do a test Spider Mastermind or something in the next few days and see how you guys like it. Hopefully he should look pretty badass. :)

That would be great! :-D I actually would like too see a go on the cyberdemon, for he's our hero for now :-P.But it's up to you ^_^.
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Santiago Zapata

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« Reply #49 on: February 23, 2006, 18:21 »

Quoting: Kornel Kisielewicz
Yeah, that was what I meant :]. The mockup is basicaly the direction I want to take, tough it might be TOO dark -- for me it's fine, but I'm on a LCD, and nothing looks too dark here ^_^.


Well, it looks pretty ok in this computer display... but then again, I have had many problems with the bright of things when I use other computers :p
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Kornel Kisielewicz

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« Reply #50 on: February 23, 2006, 20:21 »

Quoting: Santiago Zapata
Well, it looks pretty ok in this computer display... but then again, I have had many problems with the bright of things when I use other computers :p

... and I'm a waaaaay to dark guy to objectively evaluate that ^_^
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Derek

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« Reply #51 on: February 24, 2006, 11:12 »

Ladies and gentlemen... the Cyberdemon.



And here's what he might look like in-game:

http://www.slutbear.com/temp/mock2.png

What do you think?  Is it too big?  His tile is 48 x 48 instead of the usual 32 x 32.

Quoting: Kornel Kisielewicz
Also, all of you need to remember, that once tiles will come into play, I will surely redesign the lighting code, so it supports various degrees of lighting. That means that tiles will be "darkened" dynamicaly with distance.


That'll be great! :)
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Mihilist

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« Reply #52 on: February 24, 2006, 13:40 »

Looks great!
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jake250

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« Reply #53 on: February 24, 2006, 14:06 »

Quoting: Derek
What do you think? Is it too big? His tile is 48 x 48 instead of the usual 32 x 32.

Looks nice, not too big but not too small IMO. Great work!
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Kornel Kisielewicz

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« Reply #54 on: February 24, 2006, 14:15 »

Quoting: Derek
What do you think? Is it too big? His tile is 48 x 48 instead of the usual 32 x 32.

That's my favourite sprite you created for DoomRL as yet :-D. The mock screen shows the way the tile will be placed. If anything is above him he will be drawn "over it". That will give an impression he's "towering over" :-D.

The only problem with the sprite is that it doesn't have a shadow (like others do). Yet on the small space it's hard to present his full shadom :-/
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Derek

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« Reply #55 on: February 24, 2006, 23:26 »

Thanks, everyone!

Quoting: Kornel Kisielewicz
That's my favourite sprite you created for DoomRL as yet :-D.


Awesome! :)

Quoting: Kornel Kisielewicz
The only problem with the sprite is that it doesn't have a shadow (like others do). Yet on the small space it's hard to present his full shadom :-/


I left the shadow out because I wasn't sure whether we were eventually going to include them with the sprite or perhaps use a separate image.  The reason we would separate them is if we wanted the shadow to change color with the floor.  (e.g. when you are standing over slime, the shadow would be greenish to match.)  Of course, if the shadow is dark enough (black?) then it wouldn't make a difference what kind of floor you were standing on.

Also, I was curious what format you wanted the sprites to be in.  I know you don't need them yet, but I thought I might as well start converting them now if I need to.  PNGs with alpha-transparent background?  Do you want each sprite separate or on a big sheet?  Could put all the variations of the Doom marine on one sprite sheet, maybe...
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Anticheese

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« Reply #56 on: February 25, 2006, 03:09 »

I'd say its much more convenient to put all varients of a single character onto a single sprite sheet, But thats for Kornel to descide..Not me.

--

I reckon the cyberdemon is really good..But..

The original cyberdemon mesured up to be about 2.75 times as large as the marine..

The screenshot just didint give the impression of towering hight and fierceness..

I reckon that having it a bit taller and a little bit wider would help..

Sorry for rambling..

Otherwise, It's going to be fantastic!

--

P.S

Kornel, Could we expect tiles in 0.9.9?


--

P.P.S, Hey Derek, It looks like you are now the official team artist!
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Kornel Kisielewicz

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« Reply #57 on: February 25, 2006, 04:38 »

Quoting: Anticheese
I'd say its much more convenient to put all varients of a single character onto a single sprite sheet, But thats for Kornel to descide..Not me.

Duh, once I'll have time to start coding, I'll tell you :-/

Quoting: Anticheese
The screenshot just didint give the impression of towering hight and fierceness..

Remember that the fight with Cybie* is one on one. Also, we don't want him to block vision too much.

Quoting: Anticheese
Kornel, Could we expect tiles in 0.9.9?

Oh come on, don't kill me ^_^. Actually it's a thing I'll give for a vote -- new version earlier, with less features, or quite later with more features.



* that's what I call him -- as yet he didn't protest. If one day you'll see a picture of a guy smeared on a pentagram instead of the DoomRL homepage, that guy is probably me, and Cybie DID get pissed.
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« Reply #58 on: February 25, 2006, 04:42 »

Quoting: Derek
I left the shadow out because I wasn't sure whether we were eventually going to include them with the sprite or perhaps use a separate image. The reason we would separate them is if we wanted the shadow to change color with the floor. (e.g. when you are standing over slime, the shadow would be greenish to match.) Of course, if the shadow is dark enough (black?) then it wouldn't make a difference what kind of floor you were standing on.

I need to run a few tests. SDL is fast, so who knows, maybe the shadows will be alphablended ;-).

Quoting: Derek
Also, I was curious what format you wanted the sprites to be in. I know you don't need them yet, but I thought I might as well start converting them now if I need to. PNGs with alpha-transparent background?

Yes, that would be best, for it's lossless. But per-pixel alpha quite slow on lower-end computers, so we'll probably stick to either solid or completely transparent.

No, that doesn't contradict alphablended shadows -- if a single surface is given a constant alpha value blitting IS fast (one of my lighting solutions bases on that).
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JimmyJ

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« Reply #59 on: February 26, 2006, 01:55 »

Another thing we will need if tiles go into 0.9.9 would be scrolling, because from these mockups, we will need to scroll to have a full level. Another thing, are you planning to add corpse's? Or just blood?
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