Cemetry Map

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Fother
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Re: Cemetry Map

Post by Fother » 29 Dec 2008, 12:39

Okay, so I finally started working on this sometime this morning as a break between putting other stuff together for work later today. I'm going to try to make as much as I can so it can be picked through properly. I almost have zombie and wandering soul sprites finished (though the wandering souls are more or less semi transparent balls of blue fire that would probally look a lot better as particles, but I'll post this stuff in the next week or so.) Where there's zombies, surely necromancers and liches couldn't be to far off.
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Re: Cemetry Map

Post by Fern » 02 Jan 2009, 21:22

What about using the GPL undead creatures from Battle of Wesnoth?

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In fact there are a lot of sprites and animations that could be used from Wesnoth, it's all GPL
http://www.wesnoth.org/units/trunk/C/mainline.html
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Re: Cemetry Map

Post by 5t3v3 » 02 Jan 2009, 21:50

The developers prefer using original art.
Another problem is that they would have to be resized since they are to small compared to the playersprite, which would mess up the pixels.
Plus, wesnoth characters don't have walking animations, only attack animations.
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Re: Cemetry Map

Post by Fern » 02 Jan 2009, 23:20

5t3v3 wrote:The developers prefer using original art.
Another problem is that they would have to be resized since they are to small compared to the playersprite, which would mess up the pixels.
Plus, wesnoth characters don't have walking animations, only attack animations.
Not all of the Wesnoth characters have it, but some of them do have walking animation (I'm not sure but I believe skeletons have). Also, if a walking animation is created for a Wesnoth monster in tmw, it might be contributed back to Wesnoth and it could be a double win.

The sprites can be resized, filtered, recolored or tweaked. I was just commenting about using some of them as a base, in the same spirit of Twilight's suggestion (in fact, Secret of Mana sprites are even smaller than this ones). It was just a suggestion. In fact, the main burden in my opinion is that in Wesnoth the characters are never heading north. For this, sprites for the character would have to be created from scratch... maybe some sprites would have as much work as redoing everything from scratch.. but it might still be nice using some of them for inspiration or base, Wesnoth sprites are really nice.

Maybe for tiles, Wesnoth artwork could be more useful. There are tiles in Wesnoth that could fit the cemetery theme nicely.
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Re: Cemetry Map

Post by Crush » 03 Jan 2009, 06:19

Wesnoths tiles are 1. hexogonal and 2. have a scale which is a whole magnitude larger.

As much as I like Wesnoth for being one of the few ambitioned, true free software games besides us (free software and free content) I unfortunately don't see a large room for cooperation in content development.
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Re: Cemetry Map

Post by Spit23 » 05 Jan 2009, 07:45

What we have so far which could be used for it:

Monsters:
Zombie: http://forums.themanaworld.org/viewtopic.php?f=8&t=5717
(Spiders, poison/fire skulls would also fit IMO)
Tileset:
Church: http://forums.themanaworld.org/viewtopi ... &start=210
Dead tree: http://forums.themanaworld.org/viewtopi ... ree#p45622
(I think the tileset can be based on the woodland tileset by adding some new stuff)
Environmental Effect:
Fog: http://wiki.themanaworld.org/index.php/ ... olling.png

What we need(Suggestions):

Tileset:
cemetery fence
cemetery gate
gravestones
Crypt/Mausoleum
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Re: Cemetry Map

Post by Fother » 06 Jan 2009, 09:39

I know it doesn't make too much sense to work on undead if there's not an environment for them yet... but I've also been working on a lich...
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Re: Cemetery Map

Post by Fother » 18 Jan 2009, 11:24

Going on the suggestion posted by Luneenia, from 2 1/2 years ago that the graveyard use above ground graves, like New Orleans, here's what I'm playing around with so far:
cemetery-examples1.png
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I've been trying to touch this more, but have been to sick to think straight over the last week. I still have to create tombs that can be tiled wider or taller to function as mausoleum burial vaults.
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Re: Cemetry Map

Post by Crush » 18 Jan 2009, 11:34

Sorry, but these tiles do not fit the style of the rest of the game at all. Try to go for a less photo-realistic texture.
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Re: Cemetry Map

Post by Fother » 04 May 2009, 08:48

Oh CemetEry thread, I haven't forgotten about you :P
perished-miner.gif
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Gotta finish that skeleton sometime though :|
Last edited by Fother on 04 May 2009, 14:38, edited 1 time in total.
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Re: Cemetry Map

Post by Jumpy » 04 May 2009, 09:39

Hi,

What will be the goal of this monster ?

very nice art work really !

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Re: Cemetry Map

Post by Fother » 04 May 2009, 14:24

Jumpy wrote:Hi,

What will be the goal of this monster ?

very nice art work really !

Regards
The wondering soul was a quick test I did when I was trying to come up with some quick ideas on ghosts (this one using Modanung's male sprite modded into a simple ghost using the basic shape Len suggested.) Interestingly enough, this wound up in my sprite graveyard [the land of unfinished stuff on my notebook]. I had planned to use this variation on the Wondering Soul (in this case the Perished Miner) for a quest in the mines.
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Re: Cemetry Map

Post by Jumpy » 04 May 2009, 18:24

Great ideas :) thanks for sharing

willing to see more :)

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Re: Cemetry Map

Post by Hykaro » 10 May 2009, 15:33

a ghost in cave good idea
...
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Re: Cemetry Map

Post by John P » 10 May 2009, 16:39

where the ghost is floating, he kind of looks like he is hanging on to the edge of a deep hole trying to get out
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