Author Topic: OmniRPG - Sprites  (Read 44247 times)

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Offline willrandship

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Re: OmniRPG - Sprites
« Reply #75 on: February 18, 2013, 01:49:26 pm »
Thanks!

Oh, and for those concerned about Xeda's engine being 8x8, I'm fairly sure the plan is 8x8 tiles with 16x16 characters. You can accomplish more terrain detail, and you have the option for larger sprites if you wish.

Oh, does anyone know if we'll need edge sprites? As in, sprites that merge two types of tiles, like grass to rock.
« Last Edit: February 18, 2013, 02:13:14 pm by willrandship »

Offline Spenceboy98

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Re: OmniRPG - Sprites
« Reply #76 on: February 18, 2013, 02:23:43 pm »
Rough title screen animation(I used Keoni29's title):


The completely white frame is a flash of white and then it is supposed to fade into the Title screen, but as you can see by the makeagif thing on the bottom of the pic, I don't have my photoshop with me right now. :P
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Offline Spenceboy98

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Re: OmniRPG - Sprites
« Reply #77 on: February 18, 2013, 07:39:37 pm »
*BUMP*
Here are some better ones:


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Offline Scipi

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Re: OmniRPG - Sprites
« Reply #78 on: February 18, 2013, 07:42:49 pm »
The bottom one I really like :D

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

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Offline Spenceboy98

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Re: OmniRPG - Sprites
« Reply #79 on: February 18, 2013, 07:44:07 pm »
The bottom one I really like :D
Yeah. I think it's the best one.
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Offline willrandship

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Re: OmniRPG - Sprites
« Reply #80 on: February 19, 2013, 12:04:44 am »
Make it grey.

Also, a cobble tile (like for medieval walkways)



like the grass, this one can be tiled vertically and horizontally. Not animated because it's just a pile of rocks.

And now a tile, like what you might see in a fancy building's kitchen or hallways.



This time, an animated torch, for an upcoming cave/dungeon wall.

« Last Edit: February 19, 2013, 12:42:49 am by willrandship »

Offline Matrefeytontias

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Re: OmniRPG - Sprites
« Reply #81 on: February 19, 2013, 03:14:01 am »
These are nice sprites :D

Also Spenceboy98, how did you made these intros ?

Offline willrandship

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Re: OmniRPG - Sprites
« Reply #82 on: February 19, 2013, 06:13:49 am »
I don't really like the rising calc part. It feels disjointed. Here's a version I made without those frames.


Offline Matrefeytontias

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Re: OmniRPG - Sprites
« Reply #83 on: February 19, 2013, 06:33:42 am »
It feels a bit weird to me ... It's like it could be "Looney Toons" written on the titlescreen xD

Offline willrandship

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Re: OmniRPG - Sprites
« Reply #84 on: February 19, 2013, 06:37:13 am »
Well, this wouldn't be the first thing on the screen in all likelihood. It would probably have at least one or two other logos first, like the omni logo.

You know what it really needs? A fire effect being applied to the torches.

Offline Xeda112358

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Re: OmniRPG - Sprites
« Reply #85 on: February 19, 2013, 07:42:30 am »
@willrandship: Those tiles look very nice. To accomplish the grayscale, I will need to set the tile animation speed to the fastest, but that shouldn't be a problem. And yes, the plan is to have it 8x8 tiles,  but a bunch of them will be pieces of 16x16 tiles, if that makes sense. This will make the tilemapping much easier and it provides a good balance of detailed tiles (16x16 tiles) and detailed tilemaps (detail is down to 8x8 tiles).

Offline willrandship

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Re: OmniRPG - Sprites
« Reply #86 on: February 19, 2013, 06:21:32 pm »
Makes sense. What's the limit of tiles per area? If it's high enough we could do big buildings with lots of tiles.

I was thinking of making a nice ocean tile animation. I think we'll need that too.

Offline Spenceboy98

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Re: OmniRPG - Sprites
« Reply #87 on: February 19, 2013, 06:31:42 pm »
These are nice sprites :D

Also Spenceboy98, how did you made these intros ?
I used photoshop/imageready. :P

I don't really like the rising calc part. It feels disjointed. Here's a version I made without those frames.


Yeah. It does feel a bit disjointed. :/
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Offline DJ Omnimaga

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Re: OmniRPG - Sprites
« Reply #88 on: March 09, 2013, 09:28:56 pm »
This zooming reminds me a bit of Zelda Dark Link Quest video at the end of the game :P (see 2:55)



Looks nice, though. Just make sure that you don't make it 40+ KB large like Zelda's vid :P

Offline Keoni29

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Re: OmniRPG - Sprites
« Reply #89 on: March 20, 2013, 11:46:06 am »
Do we have a story yet? I do not keep track of these things. If we have a definitive setting and story I might be able to do some sprites.

There you go: A generic titlescreen. Notice the staticy stuff on the sides. That's DJ's idea: Storing savedata in the picture.
« Last Edit: March 20, 2013, 12:33:24 pm by Keoni29 »
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