Sturmfaust II (Need Artists)

May 28, 2010 at 4:13 AM
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explosive said:
Alright, you caught me on my lunch break.
p92774-0-fz6xy9.png

I think it's 32x32, but I might have made it 30x30 by accident...
I still need to make a few more frames for animation, though.

Oh, and it uses 8 colors... maybe nine (I'll need to check -.-)

Oh, and I've gone through the thread and checked out your art. You're really talented!

Oh thank you and sorry disturbing you in your lunch.. and awesome spriting:)

S. P. Gardebiter said:
I was talking about the texture. It doesn't look much retro like. But maybe it's only me.
Oh okay then. wait, you want them looking retro?






S. P. Gardebiter said:
I use 8x8 blocks, not 32x32!

However, I think you might got something wrong.

The editor will be able to do something like this:

diph.php


The editor will be able to do that with every 8x8 block placed in the map, so you could mix colors. However, you will not be able to do everything with that! It only will be able to start a color at the corner of a 8x8 block, so you can't do anything complex "with simple colors", like this:

diph.php


I could also make "animated coloring", like making it change from blue to red. But I have no idea where this could come in handy, except for lights.

Holy Human Feces... that's so awesome...

anyway, as you said, we can use animated color for lights, in industrial tile theme perhaps? or we can make a crystal cave, glittering rocks, but a Crystal Cave!? or glow in the dark eyes, but enemies already have that, but lights in a tile set that lights is already awesome


S. P. Gardebiter said:
It's like this:

diph.php


Those slopes are okay. (As 8x8 tiles) But anything round might be bad for colision detection, aslong as it's not in the background or foreground layer. (Because these aren't used for collision)

those slopes, are they 8x8? 45 and 15 degrees?

Q: what kind of enemies where making again? Not humanoid but something like the flying weiner worm or the Blue Gelatineater?
 
May 28, 2010 at 2:01 PM
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Fahrenheight said:
Oh okay then. wait, you want them looking retro?

I want the blocks beeing less oriented on "real things".

I really loved the graphics of Abuse32:

http://www.dosgamesarchive.com/images/screenshots/abuse1.gif
http://www.dosgamesarchive.com/images/screenshots/abuse2.gif
http://www.dosgamesarchive.com/images/screenshots/abuse3.gif
http://www.dosgamesarchive.com/images/screenshots/abuse4.gif
http://www.dosgamesarchive.com/images/screenshots/abuse5.gif
http://www.dosgamesarchive.com/images/screenshots/abuse6.gif

That's what I mean with "retro". :)

Fahrenheight said:
anyway, as you said, we can use animated color for lights, in industrial tile theme perhaps?

Lights will appear in every tileset.

Fahrenheight said:
or we can make a crystal cave, glittering rocks, but a Crystal Cave!?

That's a nice idea.

Fahrenheight said:
or glow in the dark eyes, but enemies already have that

You know that this is only possible if I draw the "eyes only". I only can specify colors at cornors of "sprites".

Fahrenheight said:
but lights in a tile set that lights is already awesome

The Lights aren't "in" a tileset. Lights are objects who have nothing to do with tilesets. Of course we probably need "sprites" for light emitting sources (like a bulb for example), but you setup the lights as objects, as they aren't bound on the tileset.

Fahrenheight said:
those slopes, are they 8x8? 45 and 15 degrees?

I don't know how many degrees. 45 is always okay. It's rather hard for me to explain. The slope (m) needs to be 1 or 1/2 or 1/4 or 1/8... etc.

http://www.cavestory.org/diph.php?u=http://img338.imageshack.us/img338/6716/slopes.png

If you do something different than that it's okay too, but don't overdo it D; (The player will be able to use "eraser" tiles anyway) If you want to make a tile for background or foreground purposes it doesn't matter anyway, because there will be no collision detection.

Fahrenheight said:
Q: what kind of enemies where making again? Not humanoid but something like the flying weiner worm or the Blue Gelatineater?

Humanoid looking enemies are fine, aslong as they aren't looking too much like "real" humans. But you can make enemies who look a bit like animals too. (for example reptile-like enemies) I'm not sure about "other" enemies, that really depends on how they look.
 
May 28, 2010 at 3:36 PM
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S. P. Gardebiter said:

ಠ_ಠ wha... sturmfa- noooo... is sturmfaust 2 based on tha- noooo....

This will take awhile.. for the cave tile set I mean..


S. P. Gardebiter said:
The Lights aren't "in" a tileset. Lights are objects who have nothing to do with tilesets. Of course we probably need "sprites" for light emitting sources (like a bulb for example), but you setup the lights as objects, as they aren't bound on the tileset.

like entities?

S. P. Gardebiter said:
I don't know how many degrees. 45 is always okay. It's rather hard for me to explain. The slope (m) needs to be 1 or 1/2 or 1/4 or 1/8... etc.

diph.php


If you do something different than that it's okay too, but don't overdo it D; (The player will be able to use "eraser" tiles anyway) If you want to make a tile for background or foreground purposes it doesn't matter anyway, because there will be no collision detection.

Okay SP.. Back to the drawing board!

S. P. Gardebiter said:
Humanoid looking enemies are fine, aslong as they aren't looking too much like "real" humans. But you can make enemies who look a bit like animals too. (for example reptile-like enemies) I'm not sure about "other" enemies, that really depends on how they look.

Ok humanoid but not looking human, but I thought you hate animal base enemies?
 
May 28, 2010 at 4:10 PM
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Fahrenheight said:
ಠ_ಠ wha... sturmfa- noooo... is sturmfaust 2 based on tha- noooo....

This will take awhile.. for the cave tile set I mean..

Well, you don't need to base the graphics entirely on Abuse32. I was just asking for something which is a bit simular in terms of pixeling style.

Fahrenheight said:
like entities?

Not exactly, but something like that.

Fahrenheight said:
Ok humanoid but not looking human, but I thought you hate animal base enemies?

Depends. Note that they all were humans. If you now make an enemy that looks exactly like a dog, it would be really weird.
 
Jun 2, 2010 at 4:27 PM
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original size
p92780-0-og3gt.png


zoom x3
p92780-1-rhls9.png


err SP will you choose which is you prefer...
 
Jun 2, 2010 at 5:30 PM
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Gosh, I can't decide, really. They're all great. o: Good job.
Can't we use them all?
 
Jun 3, 2010 at 4:24 PM
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S. P. Gardebiter said:
Gosh, I can't decide, really. They're all great. o: Good job.
Can't we use them all?

why not?

so you will use all those tile set in one map? or one per cave? or...

and I suck at map designing err map creating something.. so I'm not your guy there..
 
Jun 3, 2010 at 6:39 PM
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Fahrenheight said:
so you will use all those tile set in one map? or one per cave? or...

I will use all these tiles in one tileset. :(

Fahrenheight said:
and I suck at map designing err map creating something.. so I'm not your guy there..

If you create textures only that would be fine too if you like.
 
Jun 5, 2010 at 8:27 PM
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Fahrenheight said:
just a quick blah blah.. What do you think SP?

Looks good to me. Good job!
Only the "hanging rocks" decoration doesn't look right. o:
 
Jun 7, 2010 at 2:02 AM
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I've made a new piece of music:

http://music.tile44.org/.Unreleased/S. P. Gardebiter - Departure.mp3

Also, some of the sounds that will be used in Sturmfaust II:

http://tile44.org/files/AmbientSound.zip

All of these are done by me except for SFX_AmbientDark_1 and the SFX_AmbientMonDeep sounds, which are done by Ralren (thx).
I don't know if Ralren will make more sounds but since he is busy, I assume that you could expect that the majority of sounds will be done by me.

All of the Ambient Sounds will be able to loop in the game and their volume will be adjusted in the game of course.

Edit:

Some more "temper" images:

diph.php

diph.php
 
Jun 8, 2010 at 3:40 PM
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Wooo New Music!

Oh I like-ky Like Departure! *te-ne-nen Te-nen*

Oh Ambient sound! ... Holy S*** F*** scary ambient sound DX

anyway Nice Ralren :D

err update..
p92787-0-neexr.png

p92787-1-xp0sv.png


:/ I'm not happy with it, I'm still going to experiment things...

err

As I recall, Maya is the Insane One and Fiona is the shattered eye one right?
 
Jun 8, 2010 at 4:52 PM
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Fahrenheight said:
p92787-0-neexr.png

p92787-1-xp0sv.png


:/ I'm not happy with it, I'm still going to experiment things...

Remember that I use 8x8 tilesets, not 16x16. :D
You could make use of that.

Fahrenheight said:
As I recall, Maya is the Insane One and Fiona is the shattered eye one right?

Yup. But the "temper" images should show that anyway.
 
Jun 8, 2010 at 5:10 PM
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S. P. Gardebiter said:
Remember that I use 8x8 tilesets, not 16x16. :D
You could make use of that.

huh but I'm using a 32x.....

wait

...

sorry for a useless reply but I just got an Idea..

Thank you S.P.!

TO THE DRAWING BOA..zzzzzzz
 
Jun 8, 2010 at 5:17 PM
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Fahrenheight said:
huh but I'm using a 32x.....

I told you that Sturmfaust II uses 8x8 tiles in tilesets o: (Of course you can make 32x32 too. But that would be just 16 8x8 tiles.)

Fahrenheight said:
sorry for a useless reply but I just got an Idea..

Thank you S.P.!

TO THE DRAWING BOA..zzzzzzz

Allright, no problem o:
 
Jun 15, 2010 at 2:48 PM
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Kinda big picture..
p92791-0-kabyv.jpg

Oh man, Its been uh(computing...) err 6 days?

I'm still haven't Finish the tile set yet... crap...

this for now SP(pic above)

any comments?
 
Jun 15, 2010 at 11:45 PM
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Fahrenheight said:
I'm still haven't Finish the tile set yet... crap...

No Problem o:

Fahrenheight said:
any comments?

I'm stun to silence... Wow! It's really cool, I love it!
This is pure awesomeness!
 
Jun 19, 2010 at 3:41 PM
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So, like, what engine is this game gonna use?
 
Jun 19, 2010 at 3:55 PM
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WoodenRat said:
So, like, what engine is this game gonna use?

SP made the engine. That or he's still making it.
 
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