Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Anonymous on January 27, 2006, 10:17

Title: Graphs for DooM Roguelike
Post by: Anonymous on January 27, 2006, 10:17
Well, i love Roguelike DooM, but i will love it more if could be added an option: Tiles. :)

Here you can find a free set of all doom graphs in topdown style (perfectly to doom roguelike)

http://www.darksungames.com/gamedetail.cfm?title=DS%20GAMES%20abandonw are
Title: Graphs for DooM Roguelike
Post by: Anonymous on January 27, 2006, 10:22
You need to check chibi doom
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz on January 27, 2006, 18:46
Umm, any idea what I can do with a *.gam file? :-|
Title: Graphs for DooM Roguelike
Post by: Anonymous on January 28, 2006, 00:02
Its a game factory .gam file:

http://www.clickteam.com/English/tgf.htm

What you need is a .gam extractor.
Title: Graphs for DooM Roguelike
Post by: jake250 on January 28, 2006, 16:21
Doesn't helped, downloaded TGF and the .gam files, tried to open it and it said its not a .gam file........
Title: Graphs for DooM Roguelike
Post by: Anonymous on January 28, 2006, 21:48
i dunno. Just File -> Open

Check if you decompress the file. Also try to open the file manually from TGF. It works to me...

What i dont know is HOW to extract the files. Because the art is pretty good
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz on January 28, 2006, 23:11
Someone would be kind enough to send me via e-mail the uncompressed version? ^_^
Title: Graphs for DooM Roguelike
Post by: Derek on January 29, 2006, 00:11
Kornel, would you be interested in some original tile graphics done just for DoomRL?  I'd be happy to do them free of charge... I'm a fan of the game and pixel graphics are always fun, anyway.

I don't have my graphics apps handy on me right now (I'm at my parents' house this weekend for Chinese New Year), but you can see samples of my pixel art at my website.  When I get home this Monday, I could do a mockup, or something.

Just let me know.  I'll keep checking this thread, or you can e-mail me (it's on the site).

Take care!
Title: Graphs for DooM Roguelike
Post by: Derek on February 01, 2006, 13:16


Here are some test sprites I did!  Doom Guy, a Sargeant, and an Imp.  32 x 32 pixels.

I made them a bit "chibi-ish", because at that size you'll lose the personalities of the characters otherwise.  "Nethack + Doom" was what I was aiming for.

Good?  Bad?  Please let me know what you think!
Title: Graphs for DooM Roguelike
Post by: Santiago Zapata on February 01, 2006, 20:14
They all look cool ;)
Title: Graphs for DooM Roguelike
Post by: Derek on February 02, 2006, 10:35
Hey, thanks!  I appreciate it. :)

Still plugging away... I can't help it!  Here's the Doom Guy holding each one of the weapons:






And here's a Former Human:



In the original game he's holding some kind of rifle, but since he drops pistols in Doom RL I gave him a pistol.
Title: Graphs for DooM Roguelike
Post by: jake250 on February 02, 2006, 13:38
Thats nice XD

If the game actually used graphics like that, it'll be neat, really!
Title: Graphs for DooM Roguelike
Post by: Anonymous on February 02, 2006, 23:53
nice indeed!!! :)
Title: Graphs for DooM Roguelike
Post by: JimmyJ on February 03, 2006, 04:09
Actually, it might be kinda neat....but the former human either has an ugly mustache or a runny nose....
Title: Graphs for DooM Roguelike
Post by: Anticheese on February 03, 2006, 05:46
That is so cool, If Kornel uses theese I might have to break my strict rules on "TTY only in roguelikes" for this!

All we need to do now is add the different armors on doomguy, get the rest of the enemys and a few tilesets..

And hey presto, Kickass!
Title: Graphs for DooM Roguelike
Post by: Malek Deneith on February 03, 2006, 11:19
Well ... I'm not saying those are bad or something ... but please - If you'll add tiles make them an option ... Personally i prefer ASCI chars than tiles.
Title: Graphs for DooM Roguelike
Post by: jake250 on February 03, 2006, 14:00
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.
Title: Graphs for DooM Roguelike
Post by: Anticheese on February 03, 2006, 21:40
Quoting: Malek
Personally i prefer ASCI chars than tiles.


Me too..

Quoting: jake250
Why?


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.
Title: Graphs for DooM Roguelike
Post by: Anonymous on February 03, 2006, 22:11
the first link i said where more suitable, because where top down sprites. But alas, i dont know how to extract it.

I vote for tiles also ascii.
Title: Graphs for DooM Roguelike
Post by: Margo on February 03, 2006, 22:33
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.

PS. Like your tiles (and other "pieces of art") at your web site.

Take care, Margo:)
Title: Graphs for DooM Roguelike
Post by: Derek on February 04, 2006, 01:39
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.
Title: Graphs for DooM Roguelike
Post by: Margo on February 04, 2006, 02:15
Derek, the red demon is brilliant! Kornel has to see it.
(Talk to him tommorow morning:)
Title: Graphs for DooM Roguelike
Post by: Aerton on February 04, 2006, 07:54
Very nice. While I am in the ASCII crowd too, I have a soft spot for a good pixel art. I only afraid size of levels would have be adjusted to narrower but higher as text symbols have diffeernt porportions.
Title: Graphs for DooM Roguelike
Post by: jake250 on February 04, 2006, 07:56
The in game look is interesting, in fact it looks neat.

If it was like that at first it would be a lot better to play already... although it would be even better with 4 directions, firing animation etc.. but im dreaming aloud, im I? :P

I would love if all that would be true. Having sprites alone is not the best thing IMO..
Title: Graphs for DooM Roguelike
Post by: Aerton on February 04, 2006, 10:14
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.
Title: Graphs for DooM Roguelike
Post by: Anticheese on February 04, 2006, 10:25
Chibi doom! Kickass...

This will certainly bring DoomRL to the masses..

--

In other news, The hardest part about having 8 seperate character walking animations is actually drawing the things, All Kornel needs to do is have a new variable in the game, From 1 thru 8.

Lets call it "facedir"

All he needs to do is shunt in a bit of code that will change "facedir" to its corrosponding number on the keypad (1 = down left, 4 = left, 7 = top left, etc) and make some draw code.

However thats jsut for the player, It would be more challenging for the enemys..

--
Title: Graphs for DooM Roguelike
Post by: Anonymous on February 04, 2006, 12:42
Whoaaaa.... http://www.derekyu.com/doomrl/mock.png -> I LOOOOVEEEE ITTTT!!!! :)

Baron face seems a little ugly. But Cacodemom is... pretty!!! :)

Also could be added more enemies from:

http://www.doomworld.com/vb/showthread.php?s=&postid=581716#post581716
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz on February 05, 2006, 00:57
Ugh, I'm sorry I didn't respond earlier -- I'm in the middle of my exam session at the University, and have time for nothing. I just found a few minutes between one book and another, for I certainly DON'T want to lose your interest in this topic :-D.

First of all let me say that I realy am impressed by the art you presented. While I'm not a fan of chibi-graphics, the tiles you presented I think could work in DoomRL (for those afraid -- ASCII mode will always be available).

I was wondering wether to add graphics to DoomRL at some point, but I planned a shameless rip from the original. I was convinced that graphics need to hold the doom-feel to be any good at all and I was convinced that custom made graphics can't accomplish that. Well, you proved me wrong -- the art you presented truly holds the feel of the original.

I am a little afraid tough that (except for opening the game to no-ascii people) this might also discourage othes --

1) hardcore ASCII players
2) people who take the Doom-feel presented in DoomRL fully seriously

Hence, I would like the DoomRL-art to stay remotely serious. The images you presented are fine tough, but I still would vote for using dark colors for the scenery (no blue floors ^_^).

Anyway I would be honoured if you'd like to do a full set for DoomRL! There's still a lot work to complete that tough -- both program-wise and art wise. Program wise is my problem -> and I will start doing it right after I release 0.9.9 (so there will be a glorious graphical 1.0.0 ^^). But that would mean I would have to do screen scrolling anyway ^_^. As for art-wise -- I also need scenery sprites. I can do those myself if you don't have the time (contrary to the character sprites).

Anyway, it seems that a graphical DoomRL version has closed in a lot to reality ^_^.

As for directions -- sure it would be nice. But I know it's not easy to create such a magnitude of sprites, so just one facing would be fine for the primal version.

P.S.1 Still, as hard as I try I can't imagine the Spider-Mastermind in a single tile-cell :-/

P.S.2 Thanks honey for talking care of our guest while I was away :-)
Title: Graphs for DooM Roguelike
Post by: Margo on February 05, 2006, 01:39
"P.S.2 Thanks honey for talking care of our guest while I was away :-)"-- Be my guest, dear :*

KKK!
Title: Graphs for DooM Roguelike
Post by: jake250 on February 05, 2006, 03:17
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!
Title: Graphs for DooM Roguelike
Post by: Derek 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!
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz 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.
Title: Graphs for DooM Roguelike
Post by: Anticheese 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?
Title: Graphs for DooM Roguelike
Post by: Aerton 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.
Title: Graphs for DooM Roguelike
Post by: Anticheese 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)
Title: Graphs for DooM Roguelike
Post by: Aerton 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.
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz 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.
Title: Graphs for DooM Roguelike
Post by: Thomas on February 09, 2006, 21:47
They look awesome! But I'm wondering how you're going to fit the cyberdemon in...
Title: Graphs for DooM Roguelike
Post by: Anticheese on February 10, 2006, 03:49
With great difficulty my good friend..

(I.E Similar to how they will fit in the SMM)
Title: Graphs for DooM Roguelike
Post by: Sign anti-tile petition now! on February 16, 2006, 05:46
TILES SUCK IN ALL ROGUELIKE
PLZ DONT ADD TILES TO ANY GAMES
Title: Graphs for DooM Roguelike
Post by: Anticheese 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.
Title: Graphs for DooM Roguelike
Post by: Excrucior 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 :>.
Title: Graphs for DooM Roguelike
Post by: Santiago Zapata 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.
Title: Graphs for DooM Roguelike
Post by: Santiago Zapata 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
Title: Graphs for DooM Roguelike
Post by: sn0rb on February 22, 2006, 22:23
I dunno if it's intended, but it resembes SD anime mixed with CDogs. I like it!
Title: Graphs for DooM Roguelike
Post by: Derek 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. :)
Title: Graphs for DooM Roguelike
Post by: jake250 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!
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz 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.
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz 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 ^_^.
Title: Graphs for DooM Roguelike
Post by: Santiago Zapata 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
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz 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 ^_^
Title: Graphs for DooM Roguelike
Post by: Derek 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! :)
Title: Graphs for DooM Roguelike
Post by: Mihilist on February 24, 2006, 13:40
Looks great!
Title: Graphs for DooM Roguelike
Post by: jake250 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!
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz 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 :-/
Title: Graphs for DooM Roguelike
Post by: Derek 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...
Title: Graphs for DooM Roguelike
Post by: Anticheese 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!
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz 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.
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz 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).
Title: Graphs for DooM Roguelike
Post by: JimmyJ 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?
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz on February 26, 2006, 02:03
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 ;-).
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz on February 26, 2006, 02:05
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...
Title: Graphs for DooM Roguelike
Post by: Derek on February 26, 2006, 03:15
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!
Title: Graphs for DooM Roguelike
Post by: Anticheese on February 26, 2006, 03:20
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.
Title: Graphs for DooM Roguelike
Post by: JimmyJ on February 27, 2006, 01:09
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 ;)
Title: Graphs for DooM Roguelike
Post by: sn0rb on February 27, 2006, 05:01
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
Title: Graphs for DooM Roguelike
Post by: Anticheese on February 27, 2006, 08:18
Oh yeah..

I wonder how the ASCII version of DoomRL will handle gibbing though, All theese red  %'s look the same..
Title: Graphs for DooM Roguelike
Post by: Thomas on February 28, 2006, 03:08
Simple, % of monster's colour: Monster corpse
Dark red %: Pile of PWNED enemie remains
Title: Graphs for DooM Roguelike
Post by: Anticheese on February 28, 2006, 08:33
Hmm..

Anyone else getting the mental image of cattle processing on steroids?
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz on March 02, 2006, 07:53
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.
Title: Graphs for DooM Roguelike
Post by: Anticheese on March 02, 2006, 09:10
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?
Title: Graphs for DooM Roguelike
Post by: JimmyJ on March 04, 2006, 21:58
Well, i am pretty sure it WILL happen, but the question is, what version :)
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz on March 07, 2006, 11:20
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 :-/
Title: Graphs for DooM Roguelike
Post by: Turgor on March 07, 2006, 20:39
Wow, just saw those sprites. They look amazing Derek!

In all honesty i must say i don't like graphics in rogue likes, but i understand we can choose between ascii and tiles when DoomRL goes graphical. I'm sure it will attract a lot more players, especially with graphics like that.
Title: Graphs for DooM Roguelike
Post by: Anticheese on March 07, 2006, 21:05
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..
Title: Graphs for DooM Roguelike
Post by: Anonymous on March 11, 2006, 01:24
I've only played the Doom demo and a few levels of Doom 3.  I really like nethack.  This rogue like doom is VERY GOOD.  I think playing it at 1am fullscreen with speakers make it a very fun experience.  I think pixel art is cool and the stuff in this thread is very nice and good quality.  But when I see it laid out to simulate gameplay it looks too "cutesy."  Some of these tiling ideas sound a little too far though.

I think it would be best if tiles for this could be done the way nethack does it.  You can edit the config and assign your own dimensions and bitmap and make the tiles any size you want, or switch over to text mode any time.  What I would like to see or draw myself are 16x16 or 24x24 16 color tiles but keep the coloring minimum.  I like the ASCII look, but I don't like memorizing what letter does what and it would be more fun if each box was like a silohuette or symbol/icon instead of a letter.  I would like to visually show what I mean in the future.  But it would be nice if it could just be done the way nethack has it.  Set monitor to 2048x1536, and use 96x96 tiles! :D  There is such a package for nethack I have.  I still like the small simple icon stuff for older computers I use.
Title: Graphs for DooM Roguelike
Post by: JimmyJ on March 11, 2006, 02:12
Actually, play it a while, and the symbols will be second nature :) Glad you like this place. Different sized tilesets would be extra work for our tile person
Title: Graphs for DooM Roguelike
Post by: RickVoid on March 28, 2006, 23:33
These graphics make me HAPPY!!

<evildemonlaugh>
MUHAHAHAHAHA!!
</evildemonlaugh>

Can't wait to see more! :)
Title: Graphs for DooM Roguelike
Post by: JimmyJ on March 29, 2006, 02:49
Well, yes, we all do! I am pretty sure he is working on thme as we speak.


p.s I like the MGS2 quote
Title: Graphs for DooM Roguelike
Post by: RickVoid on March 29, 2006, 04:59
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!?
Title: Graphs for DooM Roguelike
Post by: JimmyJ on March 29, 2006, 05:30
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??
Title: Graphs for DooM Roguelike
Post by: Magekind on June 05, 2006, 01:45
After having read it all, I think we're on the right track.
Title: Graphs for DooM Roguelike
Post by: Andrew Freeman on June 23, 2006, 07:21
Even though I am a great fan of ASCII, the subtle color changes don't show up well on my computer.  I've spent many sleepless nights agonizing over all the double shotguns that I must've walked past because they looked like pistols on my screen...

Go graphics!
Title: Graphs for DooM Roguelike
Post by: Magekind on June 23, 2006, 12:20
Oh, and for your Campbell/Snake episode, play Bard's Tale on the XBox. Where you're heading down, at the very first, to fight the mouse. "Press Y to jump."

"What?"
Title: Graphs for DooM Roguelike
Post by: Derek on July 09, 2006, 09:34
Just popping in to say that I still check the forums and am ready to do graphics whenever they're needed. :-)
Title: Graphs for DooM Roguelike
Post by: SirTimberWolf on July 10, 2006, 17:04
Holy crap, dude. :o

This rules! :DD
Title: Graphs for DooM Roguelike
Post by: Kornel Kisielewicz on July 11, 2006, 03:51
I remember, and HELL I'm happy that you do :). Unfortunately RealLife is in the way of DoomRL and BTW, I need to stop drinking :P. Funny thing I thought about wether I lost your interest THE SAME DAY as you wrote your post ^_^
Title: Graphs for DooM Roguelike
Post by: bfg9001 on July 12, 2006, 22:11
So, Kornel, how goes GENRogue? Lol, I just read your article about "horror" in gaming, and I must say, it sounds very ambitious and very cool.