Author Topic: OmniRPG - Sprites  (Read 44809 times)

0 Members and 1 Guest are viewing this topic.

Offline Spenceboy98

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 547
  • Rating: +59/-2
    • View Profile
Re: OmniRPG - Sprites
« Reply #90 on: September 10, 2013, 07:38:27 pm »
Since this stuff is starting up again, what are the sprite sizes for this? The poll says 8*8 monochrome, but I think 16*16 would be better (for details and stuff). What do you guys think?
I like milk.

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: OmniRPG - Sprites
« Reply #91 on: September 10, 2013, 07:47:33 pm »
I was just going to ask this, too. From the tilemapping end, 8x8 is much easier and it is faster. I don't know if you saw the screenies in some of the other topics, but I included some tiles that were grouped together to form 16x16 tiles and some even larger. Using 8x8 tiles will give us the ability to still create and use 'fake' 16x16 tiles, along with 8x8 tiles for better detail in that way. From the perspective of data size and compression, I have been working on a tilemap compression routine that will compress be able to store large tiles (like houses or very large trees or anything else that is comprised of multiple 8x8 tiles) as a single byte, then upon decompression to RAM, it will simply take that byte and expand it to however large it needs to be. I would get into more detail on the compression methods I have in mind, but I will save that for the Coding topic.

Offline Spenceboy98

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 547
  • Rating: +59/-2
    • View Profile
Re: OmniRPG - Sprites
« Reply #92 on: September 10, 2013, 07:50:34 pm »
I was just going to ask this, too. From the tilemapping end, 8x8 is much easier and it is faster. I don't know if you saw the screenies in some of the other topics, but I included some tiles that were grouped together to form 16x16 tiles and some even larger. Using 8x8 tiles will give us the ability to still create and use 'fake' 16x16 tiles, along with 8x8 tiles for better detail in that way. From the perspective of data size and compression, I have been working on a tilemap compression routine that will compress be able to store large tiles (like houses or very large trees or anything else that is comprised of multiple 8x8 tiles) as a single byte, then upon decompression to RAM, it will simply take that byte and expand it to however large it needs to be. I would get into more detail on the compression methods I have in mind, but I will save that for the Coding topic.

So, are we going to do 8*8 tiles to make 16*16 tiles?
I like milk.

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: OmniRPG - Sprites
« Reply #93 on: September 11, 2013, 07:56:40 am »
I was just going to ask this, too. From the tilemapping end, 8x8 is much easier and it is faster. I don't know if you saw the screenies in some of the other topics, but I included some tiles that were grouped together to form 16x16 tiles and some even larger. Using 8x8 tiles will give us the ability to still create and use 'fake' 16x16 tiles, along with 8x8 tiles for better detail in that way. From the perspective of data size and compression, I have been working on a tilemap compression routine that will compress be able to store large tiles (like houses or very large trees or anything else that is comprised of multiple 8x8 tiles) as a single byte, then upon decompression to RAM, it will simply take that byte and expand it to however large it needs to be. I would get into more detail on the compression methods I have in mind, but I will save that for the Coding topic.

So, are we going to do 8*8 tiles to make 16*16 tiles?
That is exactly one issue where Streetwalker has the final say - ASAP.

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: OmniRPG - Sprites
« Reply #94 on: September 11, 2013, 01:48:26 pm »
Lol yeah IMO 8*8 with some 16*16 made of four tiles is the way to go for both technical reasons and for details (ie big trees vs small doors). ;)

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: OmniRPG - Sprites
« Reply #95 on: September 11, 2013, 04:50:23 pm »
Okay for tiles, but game characters ? Monsters ?

EDIT : also, what about the color ? Will sprites be monochrome or 3-level gray (I think 4 is out of the question) ?
« Last Edit: September 11, 2013, 04:51:50 pm by Matrefeytontias »

Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: OmniRPG - Sprites
« Reply #96 on: September 11, 2013, 04:59:52 pm »
Okay for tiles, but game characters ? Monsters ?

EDIT : also, what about the color ? Will sprites be monochrome or 3-level gray (I think 4 is out of the question) ?
Why would 4 be out of question ?
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: OmniRPG - Sprites
« Reply #97 on: September 11, 2013, 05:12:00 pm »
Because an RPG with tilemapping, masked collisions, NPCs and battle handling won't bear 4-level gray IMO. And also because Axe 4-level gray in a RPG become horrible on an 83+ BE as soon as you do anything more than DispGraphrr in a loop. Example, I find Ash:Phoenix totally unplayable on my calc.
« Last Edit: September 11, 2013, 05:13:01 pm by Matrefeytontias »

Offline Spenceboy98

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 547
  • Rating: +59/-2
    • View Profile
Re: OmniRPG - Sprites
« Reply #98 on: September 11, 2013, 05:41:51 pm »
Here's a tree I just made:


I don't know if it will be good enough for this (not sure what point of view angle thing we are viewing it from).
I like milk.

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: OmniRPG - Sprites
« Reply #99 on: September 12, 2013, 02:41:02 am »
Tried to make it look better.

EDIT : MOAR SPRITES! I'm getting obsessed with pixel art! :p
« Last Edit: September 12, 2013, 03:19:22 am by Eiyeron »

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: OmniRPG - Sprites
« Reply #100 on: September 12, 2013, 03:21:50 am »
I especially like the opening door animation :)

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: OmniRPG - Sprites
« Reply #101 on: September 12, 2013, 03:40:23 am »
MOAR HOUSE PARTS! And edited the left part a little bit.
« Last Edit: September 12, 2013, 03:40:32 am by Eiyeron »

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: OmniRPG - Sprites
« Reply #102 on: September 12, 2013, 04:07:13 am »
* Matrefeytontias likes :D

So I guess we go with monochrome ?

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: OmniRPG - Sprites
« Reply #103 on: September 12, 2013, 04:33:22 am »
Yeah, it's a calc game so even if we now master greyscale, we should go monochrome for speed and old-school style. ;)

Also on the map regular tiles (=one step for the character) should be 8x8. Though NPCs and the character should be higher (~9-10 high or something) and masked.

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: OmniRPG - Sprites
« Reply #104 on: September 12, 2013, 04:42:52 am »
Could we use 8*8 for 16*16 meta tiles? I'd like to stick wth 16*16