Quoting: Malek
Personally i prefer ASCI chars than tiles.
Why?
BTW, the sprites need all 8 sides direction to make it look good in game, + firing position + a moving states.
Otherwise, its not even worth it : it would look really bad : worse than the ASCII.
Quoting: Malek
Personally i prefer ASCI chars than tiles.
Me too..
Tiles in roguelike games generally...Suck balls.
Playing nethack in graphic mode was enough to put me off, Being chased down a lime green hallway by what looked like a mass of black with red dots took away from the fun of being chased down a dark hallway by a Black Dragon.
With TTY you are free to imagine what the game is like for yourself.
Wow, a lot of responses! Thanks for the feedback, guys!
I knew there would be people who preferred ASCII... Roguelike purists, hehe! I think that's great - ASCII is more compact and leaves more room for your imagination. Tiles are just fun to look at, and a little more clear.
The best way to do it, of course, is to let people decide how they want to play - tiles or ASCII. :)
Quoting: jimmyj
Actually, it might be kinda neat....but the former human either has an ugly mustache or a runny nose....
Ha ha... well, look at the original sprite, and you'll see a few pixels of orange above his lip. I think it's supposed to be blood or rotten flesh.
Quoting: jake250
BTW, the sprites need all 8 sides direction to make it look good in game, + firing position + a moving states.
Otherwise, its not even worth it : it would look really bad : worse than the ASCII.
Hmmm, you really think so? There doesn't seem to be any practical reason to show the character facing 8 directions (other than for realism, perhaps). That would also mean 8x the tiles and Kornel would also have to add some code to the engine to test for direction.
In my opinion, the idea behind tiles is just to give a different look to the game. In the end, it's still a Roguelike and the tiles are still just icons to represent graphically what's being described by the text.
Quoting: Anonymous
the first link i said where more suitable, because where top down sprites. But alas, i dont know how to extract it.
IMO, those sprites were way too large (I think 32 x 32 is about as large as you can get before you can't see enough on the screen at once). They were also all different sizes, which means that they either had to be scaled or Kornel would have to rewrite the engine to accomodate them.
Also, the problem with top-down sprites is that you can't see the faces of the characters very well. There's not as much personality in top-down. In the original Doom, you're used to seeing the monsters from the front, so imo you capture the spirit of the game better with front-facing sprites.
Quoting: Margo
Just let you know Derek, Kornel is very interested in your tiles:). But please, be patient, as he has a lot to do with studies now and has no time to take a part in this discussion.
That's awesome, thank you! :)
Yeah, in the end Kornel has the final say about what the tiles look like, IF he thinks they're a good idea. I'll of course listen to him.
Alright, wow, I'm talking way too much. Here's some graphics, thanks for listening!
Some demons:
Boots:
And here's a mockup of what the game might look like with tiles... based on one of the screenshots from the front page.
The floor and wall tiles are temporary, so please don't get angry that they don't look perfect yet (actually everything's temporary right now). ;)
That will probably be it for now. I'll wait for Kornel to finish up his studies before I make any more tiles.
Quoting: jake250
although it would be even better with 4 directions, firing animation etc..
and being 3D and realtime :D
All the way back to the origins.
thats amasing! If everything goes well later we will have one hell of a game!
Quoting: Kornel Kisielewicz
P.S.1 Still, as hard as I try I can't imagine the Spider-Mastermind in a single tile-cell :-/
The only possible solution is to give bigger monsters more tiles, so they could take 4 tiles total... otherwise it WOULD look weird.
Anyway, great news!
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.
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?
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.
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.
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.
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 ^_^.
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
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 ^_^
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! :)
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!
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 :-/
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...
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.
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).
Quoting: 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.
That's another reason why it's a lot of work :-/.
Quoting: jimmyj
Another thing, are you planning to add corpse's? Or just blood?
That's a good point actually. Either we would need a generic "corpse" tile (like it is now) or different corpses for different monsters. I will need to implement different corpses gameplaywise anyway, when the Arch-vile will be added ;-).
Yeah, I think saving tiles for 1.0.0 would be good. It just seems like the perfect way to cap the game off. :)
Plus that will get 0.9.9 out the door faster and give us more time to make the graphics perfect!
Quoting: Kornel Kisielewicz
That's a good point actually. Either we would need a generic "corpse" tile (like it is now) or different corpses for different monsters. I will need to implement different corpses gameplaywise anyway, when the Arch-vile will be added ;-).
Yes, Arch-vile! I think different corpses for different monsters would be the best. Although maybe a generic "gibbed" corpse (those probably wouldn't be able to be resurrected, right?).
Quoting: My Title
Team Artist
Whoohoo!
Quoting: Kornel Kisielewicz
Arch-vile will be added
Sweet merciful crap...
--
I wonder how multiple corpses on the same tile will be handled, Could there be a few dozen pile sprites added?
--
Kornel, I now know your secret to a high post count..
I'm sorry to complain, But have you ever heard of the edit button? I know that two posts to adress two people can be convenient, But really there is a point where it becomes excessive..
P.S Please dont kill me.
--
Quoting: 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.
Quoting: Kornel Kisielewicz
That's another reason why it's a lot of work :-/
Well just a thought here, Bear with me..
Could larger-than-whatwehavenow levels be added if a scrolling feature is added? It could work and add a bit more meat to levels..
--
Quoting: Kornel Kisielewicz
Duh, that gave me an idea -- imagine a special level: all empty, on the middle there are a couple of arch-villes... easy huh? Then you notice, that the red you thought was floor is a field of hell baron corpses...
Please refer to my second point..
But still, That idea sounds pretty good..
But..A little suggestion about Arch-Viles
I'm to young to die - Creature can only be ressurected once
Hey, Not too rough - Two ressurections
And so on and so forth, Except nightmare is the only time where I would consider "Eternal life after death (For monsters)" appropriate..
--
Damn tiles are going to be cool at this rate
--
Quoting: Kornel Kisielewicz
That's a good point actually. Either we would need a generic "corpse" tile (like it is now) or different corpses for different monsters. I will need to implement different corpses gameplaywise anyway, when the Arch-vile will be added ;-).
Sounds great, Different corpses for different monsters and if you totally maim a monster before it dies (I.E Direct hit with shotgun at point blank range, Rocket or BFG blast) then have it collapse into a gooey heap of flesh and bones ala classic doom.
A quick addition to this, If gibification is added, Please make it so that Arch-Viles cannot ressurect pink goo.
Quoting: Anticheese
if you totally maim a monster before it dies (I.E Direct hit with shotgun at point blank range, Rocket or BFG blast) then have it collapse into a gooey heap of flesh and bones ala classic doom.
Quoting: Anticheese
I'm to young to die - Creature can only be ressurected once
Hey, Not too rough - Two ressurections
And so on and so forth, Except nightmare is the only time where I would consider "Eternal life after death (For monsters)" appropriate..
But in classic doom you could only gib with bfg and rocket launcher, not shotgun!
That would be nice, espically because i do not want to be pwned TOO badly ;)
Quoting: jimmyj
But in classic doom you could only gib with bfg and rocket launcher, not shotgun!
You could also gib with exploding barrels and Berserked Fists. =p
Quoting: Anticheese
I wonder how multiple corpses on the same tile will be handled, Could there be a few dozen pile sprites added?
Duh, that IS a problem. I guess we will only count the most recent corpse, and treat that everything underneath is just a big pool of blood and guts (by the way Gutts rulez :-P).
Quoting: Anticheese
Kornel, I now know your secret to a high post count..
I'm sorry to complain, But have you ever heard of the edit button? I know that two posts to adress two people can be convenient, But really there is a point where it becomes excessive..
P.S Please dont kill me.
Whoa, give away a little power and I get an overambitious moderator ^_^.
Anubis pulls out his combat shotgun.
Anubis pumps a shell into the chamber.
Anubis fires!...
Seriously tough -- replies that span over the length of one screen seem somewhat unokay to me. Yet if it really annoys you I can behave ^_^.
Quoting: Anticheese
Could larger-than-whatwehavenow levels be added if a scrolling feature is added? It could work and add a bit more meat to levels..
Depends. Having the levels scroll around the screen is the smaller problem. Increasing the memory allocated (78x19) for the level is the bigger problem.
Quoting: Kornel Kisielewicz
Anubis pulls out his combat shotgun.
Anubis pumps a shell into the chamber.
Anubis fires!...
What part of please dont kill me dont you understand? *grin*
Ryan pulls out his Rocket Launcher
Ryan loads a rocket into the chamber
Ryan fires!
Ryan gibs Anubis.
*ahem*
Quoting: Kornel Kisielewicz
Seriously tough -- replies that span over the length of one screen seem somewhat unokay to me. Yet if it really annoys you I can behave ^_^.
Its personal preference, I've allways been compacting all the posty goodness into one big chunk, That is why I use double-heiphen seperators between topics.
If I come across as complaining, I think it might have to do with the universal forum code of ethics which has been impressed on me for ages..I guess I just dont like double/triple/quadruple posts :-X (Once again, Personal preference. Dont kill me.)
--
Quoting: Kornel Kisielewicz
Duh, that IS a problem. I guess we will only count the most recent corpse, and treat that everything underneath is just a big pool of blood and guts (by the way Gutts rulez :-P).
I guess that could work, Or perhaps could I suggest a "Queue" feature in which the latest 5 or so corpses to land on that tile are remembered, So in the event of ressurection there is allways fresh meat to work with.
If you really wanted to get tricky, Have a weight value for monsters added, This weight value will deterimine how many slots this creatures carcass will take up, So an arachnotron will squash around 3 former humans when it hits the floor..Where as a mere former human wont be carrying enough leverage to squash anything..
I think that would be a nifty feature.
--
Quoting: Kornel Kisielewicz
Depends. Having the levels scroll around the screen is the smaller problem. Increasing the memory allocated (78x19) for the level is the bigger problem.
I'm sure it can be done, All things are possible and the hardest things in programming are either really cool or finishing touches.
The former apply's to this one, If you descided to go ahead with it, Which verson would it make its possible appearance?
Quoting: Anticheese
Its personal preference, I've allways been compacting all the posty goodness into one big chunk, That is why I use double-heiphen seperators between topics.
Yet, that makes it hard sometimes to quickly see who's posting what you're reading. As for the double-hypen, it would look better if BBCode would convert them into <hr>'s.
Quoting: Anticheese
I guess that could work, Or perhaps could I suggest a "Queue" feature in which the latest 5 or so corpses to land on that tile are remembered, So in the event of ressurection there is allways fresh meat to work with.
A queue function would complicate code. I don't think that multiple corpses are THAT important.
Quoting: Anticheese
I think that would be a nifty feature.
Nifty but unnoticable :-/
Quoting: Kornel Kisielewicz
A queue function would complicate code. I don't think that multiple corpses are THAT important.
Trust me, They are..
At the moment it is rather irritating how corpses just slide to the nearest tile..After a bit an entire room is covered in red %'s...
Quoting: Kornel Kisielewicz
Nifty but unnoticable :-/
Not really..
"You see here: An Arachnotron corpse, A Former Human corpse, An Imp corpse"
Ok, So I suck.
But really, It would improve Arch-Villes..
I know it would take a while, But try coding a test version and see what happens..
Quoting: jimmyj
p.s I like the MGS2 quote
It's a personal favorite of mine. Having people tell the PC to push a button to do an action (and having them respond to it, as though pushing X to move the block makes perfect sense to them) has always bothered me.
So, I asked myself, what would Snake really say when the Colonel tells him to use the action button?
Campbell: Snake, you have to push the action button.
Snake: ... What!?
Campbell: The action button, Snake. It's on the control pad.
Snake: ... ... What!?
Campbell: Snake, don't tell me you forgot about the control pad!? It's in your invisible backpack.
Snake: ...
Campbell: You know, the where place you keep your thousands of rounds of ammo, rockets, and enough artillery for an infantry battalion.
Snake: Colonel, what the HELL are you talking about!?
Quoting: RickVoid
It's a personal favorite of mine. Having people tell the PC to push a button to do an action (and having them respond to it, as though pushing X to move the block makes perfect sense to them) has always bothered me.
So, I asked myself, what would Snake really say when the Colonel tells him to use the action button?
Campbell: Snake, you have to push the action button.
Snake: ... What!?
Campbell: The action button, Snake. It's on the control pad.
Snake: ... ... What!?
Campbell: Snake, don't tell me you forgot about the control pad!? It's in your invisible backpack.
Snake: ...
Campbell: You know, the where place you keep your thousands of rounds of ammo, rockets, and enough artillery for an infantry battalion.
Snake: Colonel, what the HELL are you talking about!?
FINALLY!!!! SOMEONE WHO AGREES. Like in FF X Where titus goes like " Oh, ok, i get it, i press the X button!" Lol would that REALLY make sense to you??