[WIP] Chess Dungeon

All development of pixel art, maps and other graphics.


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meway
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Re: [WIP] Chess Dungeon

Post by meway »

Impressive work. I like the floor tiles very much. When it comes to the walls I think it is repetitive. I tried adding some growth to the walls and this seems to help it a bit although it was cheap quick and not pretty. I also thought it would be better not to use brick?
Here is a concept ~ It is possible to make a chess game if an NPC can detect the position of another NPC, Move another NPC, enable another NPC and Disable an NPC. When an NPC is disabled it will represent a chess piece being destroyed. It would be fun to have a mob spawn in its place?I tried a quick pixel sketch of a pawn that currently looks like a blob in addition to the wall growth. My idea is to have a player pay the NPC to move a piece. A player should be able to play a game of chess by him/herself if they would like IMO.I like the harry potter version of chess.

I skimmed through this thread. Yubaba its not impossible to have 32 mules running at one time. That is rather hardware specific.

Crush I'd like to see a maybe more complex design on the hourglass to add to the coolness factor?
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meway
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Re: [WIP] Chess Dungeon

Post by meway »

pawn
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meway
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Re: [WIP] Chess Dungeon

Post by meway »

update/bump

Did this while I was drunk so enjoy xD..
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Chicka-Maria
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Re: [WIP] Chess Dungeon

Post by Chicka-Maria »

In my opinion i like the other one you did better, cause you can see it more clear then the new one you made. (I like the 2nd one in your last post)

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meway
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Re: [WIP] Chess Dungeon

Post by meway »

Thanks Chicka, perhaps I over did the contrast. This one should be better.
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Dude
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Re: [WIP] Chess Dungeon

Post by Dude »

potential pawn movement

http://img59.imageshack.us/img59/5880/chessanimate1.gif

*note: still in wireframe....will pixel as time permits
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Re: [WIP] Chess Dungeon

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Ok, so I took the liberty of doing the start of animation on a pawn....I'll post the three sprites I have so far (no shading/shadows thus far, so all that is required to do animation at this point are these three /w 1 reversed). Also Including a gif to show the animation....needs work obviously, but if anyone feels like touching it up or going crazy, GO FOR IT! Also, all the source files are available to anyone who wants them....



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motion frame...reverse as necessary.
motion frame...reverse as necessary.
Chess - Pawn-3-pix2.png (439 Bytes) Viewed 4923 times
intial lauch, mid-air, and landing frame
intial lauch, mid-air, and landing frame
Chess - Pawn-2-pix2.png (461 Bytes) Viewed 4923 times
Standing frame
Standing frame
Chess - Pawn-1-pix2.png (430 Bytes) Viewed 4923 times
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Re: [WIP] Chess Dungeon

Post by Dude »

Just posting another sample of movement....needs shadows, texture still, but gives an idea.....


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Alige
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Re: [WIP] Chess Dungeon

Post by Alige »

Dude, I'm willing to do the entire spritesheet and the xml file but it would be rather helpful if you could send me at least a spritesheet (.png) of all the different movements, without any background (so transparent).

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Re: [WIP] Chess Dungeon

Post by Dude »

You mean like this?

I also have individual pdn and png files for each frame...let me know if you want any of them...
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Re: [WIP] Chess Dungeon

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meh, WIP on Castle motion. This one is going to be hard because of the detail in the top....

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Alige
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Re: [WIP] Chess Dungeon

Post by Alige »

Here is the spritesheet, the XML file and some other necessary informations:
  • monsters.xml: Add targetCursor="small".
  • mob_db.txt: Use Scale = 0, Speed = 800, Adelay = 800.
  • Make the monster be recolorable (W) and use good dye strings.
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Crush
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Re: [WIP] Chess Dungeon

Post by Crush »

Ali-G wrote:Here is the spritesheet, the XML file and some other necessary informations:
  • monsters.xml: Add targetCursor="small".
  • mob_db.txt: Use Scale = 0, Speed = 800, Adelay = 800.
  • Make the monster be recolorable (W) and use good dye strings.
That spritesheet needs some lineart cleanup and shading.
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Dude
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Re: [WIP] Chess Dungeon

Post by Dude »

Crush wrote:
Ali-G wrote:Here is the spritesheet, the XML file and some other necessary informations:
  • monsters.xml: Add targetCursor="small".
  • mob_db.txt: Use Scale = 0, Speed = 800, Adelay = 800.
  • Make the monster be recolorable (W) and use good dye strings.
That spritesheet needs some lineart cleanup and shading.

You left off the part about how you like/dislike the motion, et al....

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Re: [WIP] Chess Dungeon

Post by skipy »

looks really good Dude :twisted: :twisted: :twisted:
some detailing/shadowing and it would be epic ...well done

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back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


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