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DragonDePlatino
Commander
Joined: 22 July 2015 Online Status: Offline Posts: 59 |
![]() Topic: Dawnbringer NetHackPosted: 23 November 2013 at 3:50pm |
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I present to you...v1.0 of "DawnHack"...a 16-color re-imagining of one of the greatest rogue-likes of all time.
Download Link: http://sta.sh/01iom2rqhcm8 And here is the original tileset if you would like to compare. If you want to see what something is supposed to be, just hover over the image in that link. What I need help with: Aside from general critiques, I need some help finishing some other things. If you help me with any of these things, I'll add you to the "contributors" list in the README. :P 1) If you download that .ZIP file and look inside, you'll find many alternate versions of the texture pack recolored to the original terminal colors. These were not hand-edited, and are only palette-swaps I made in ASEprite. If anyone here has experience with devamps, could they please edit the terminal recolorings to be more faithful to the original? I couldn't convert any colors to magenta, so recoloring some of the red sprites to be magenta is what I'm looking for the most. Email me any changes you make. 2) My aim for this texture pack was to create graphics with good detail, high readability and a HUGE contrast between items so that you can easily tell a red potion apart from an orange one, or a broadsword apart from a longsword. I tried my best to stay faithful to the original tileset because I know a lot of people are familiar with it. But at the same time, I'm not sure whether I should change some of the designs. For example, the gelatinous cube enemy (orange cube on first row) clearly has a pair of green eyes. The original texture pack had eyes, so I kept them. But on the other hand, if you check the cube's wiki page, it will say it "has no eyes". Should I make the texture pack be more faithful towards the original game's graphics, or the game's coding? 3) Another one of my problems is a technical one. In NetHack, a large portion of the game involves finding randomly-generated items and identifying them. Before items (like scrolls) are identified, they all share the same texture. But in this texture pack, I avoided giving any two tiles the same texture. Some players might consider this "pre-identifying" cheating, but others wouldn't mind. Can someone test this texture pack for me and tell me how many things are possible to pre-identify? 4) Lastly, the inventory icons are a bit tricky. While it's very easy to re-texture the game by pasting this image into the NetHack folder and changing an option, it's MUCH harder to re-texture inventory icons. They're hard-coded into the game, so in order to change them you have to download and edit the game's source code. I've created the needed "monsters.txt", "items.txt" and "other.txt" and formatted it perfectly, but I'm still not sure if they will work. Can someone who has experience in C++ compile the game with my custom image files and tell me if they work? You can find instructions in the README. Edited by DragonDePlatino - 25 November 2013 at 5:34am |
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surt
Commander
Joined: 30 December 2015 Online Status: Offline Posts: 413 |
![]() Posted: 23 November 2013 at 10:01pm |
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Neat stuff.
If you are releasing these are under an open license you should totally post them on opengameart.org. The eyes on the gelatinous cube could well be leftovers from a not yet totally digested adventurer. Should have called it DawnHacker. Edited by surt - 23 November 2013 at 10:03pm |
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DragonDePlatino
Commander
Joined: 22 July 2015 Online Status: Offline Posts: 59 |
![]() Posted: 24 November 2013 at 8:43am |
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Niiice...I think I'll change the full title to "Dawnbringer NetHack - DawnHack" or just "DawnHack". Sounds a lot more eloquent to me.
Yeah, and I'll be posting these to OpenGameArt. I know the common NetHacker could care less about the graphics of their game, but if someone out there is making a rogue-like and would like something nicer than programmer art, my art is there to serve them! *Nerdy salute* |
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skittle
Commander
Joined: 20 July 2021 Online Status: Offline Posts: 350 |
![]() Posted: 24 November 2013 at 12:35pm |
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Holy bajeesuz! This is ridiculous!
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DawnBringer
Commander
Joined: 11 August 2024 Online Status: Offline Posts: 568 |
![]() Posted: 25 November 2013 at 3:18am |
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That's a crapload of sprites!
Btw. Most of the colors are corrupt (check your software/process). Here's a remapped version with correct DB16 colors. ![]() Edited by DawnBringer - 25 November 2013 at 3:18am |
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DragonDePlatino
Commander
Joined: 22 July 2015 Online Status: Offline Posts: 59 |
![]() Posted: 25 November 2013 at 5:37am |
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Wow. An actual reply from THE Dawnbringer and all I get in the ways of negative criticism is a corrupted palette?
Think it's done, now. XD Anyways, I uploaded a newer version using the palette from your image. I use ASEprite's indexed palettes to do all of this, but sometimes I have to paste into Paint.NET to do some image effects. That might have been my problem. :X Here's a direct link in case the forum image doesn't update: http://sta.sh/0q44uabipcq |
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