DRL > Requests For Features

Graphs for DooM Roguelike

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Derek:
Thanks, everyone!

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

Awesome! :)

Quoting: Kornel KisielewiczThe 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...

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.

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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?


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

Kornel Kisielewicz:
Quoting: AnticheeseI'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: AnticheeseThe 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: AnticheeseKornel, 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.

Kornel Kisielewicz:
Quoting: DerekI 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: DerekAlso, 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).

JimmyJ:
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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