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Dungeon Craft - Artwork / Re: Art Resources Proposal
« Last post by Mechanaut on Today at 06:15:49 PM »

Also, it is possible that YOU could implement these features. 
Well and rightly said.  ;)   (It reminds me of the unexpurgated version of The Little Red Hen.)
The suggestion was but a semi-serious aside, appended after my reply.


I have dabbled in Lua, and with Monodevelop (and Borland C++, VC++, VB6+, Python...), but I wouldn't consider myself a programmer; nor even a hobbyist programmer really.  I would always get turned off to it (from an early age) by example code that wouldn't compile, and so never really developed the passion for coding—despite really wanting to.


I did work on a hobby project, a portrait editor for 'Eye of the Beholder' and a PAK file archiver for the same.  Despite having code for decompressing Westwood CPS files, I never managed to code a compressor for format 80... And that was something I really wanted to have.


I might be able to help on the layered pixel art though...
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Dungeon Craft - Artwork / Re: Art Resources Proposal
« Last post by Paul R. Stevens on Today at 05:55:44 PM »
Quote from: Mechanaut
Wouldn't it be possible to......[etc]

Certainly.  All these things are definitely possible.  Also, it
is possible that YOU could implement these features.  It will
require some study of the DC code but you can do it.  I am sure.
I'll help you over the rough spots to the best of MY ability.
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Dungeon Craft - Artwork / Re: Art Resources Proposal
« Last post by Mechanaut on Today at 05:30:24 PM »
Aha. This is cool; (and greatly reminds me of the original PoR/Curse Icon creation phase in character creation ;) ).

I got that the first time, but I didn't get that you intended a single base figure. I thought you meant accessory images to add to various figures; (that's where the need for resizing and deformation came to mind).
__

Aside: I know that you just mean for it to be an artist's aid, but if you are going to go all out and have this library... what about actually using it in Dungeoncraft during player character creation? (Just like PoR)

Wouldn't it be possible to composite the player icon in Ram, and use the composite bitmap as their icon? Potentially allowing a recompositing to be done later? (just like PoR)...

**Or the über version:  Implement realtime recompositing affected by equipment changes in inventory.
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Dungeon Craft - Artwork / Re: Art Resources Proposal
« Last post by manikus on Today at 04:37:40 PM »
That's how Baldur's Gate works. With layered (animated) sprites. So are you asking for PNG files of hats, capes, boots, weapons, and the like?

For something like that, you would have to establish a common perspective pose as standard for all icons.

**Something to consider is that for a library... vector format might work better; perhaps using Inkscape, Flash, Illustrator, or Corel Draw.  The reason is all of the resizing, and minor deformations that might be needed to suit the different icons. It also would mean that the library could serve for any supported resolution; without need of resampling (and the associated detail loss). You could then generate crisp 2D art at any size desired. Also Vector apps can often convert existing 2D art into vector art.

The idea is that someone will an icon base, and then they or someone else will make "overlays" for that specific icon. The layer files would not be used directly in DC. One would hide unwanted layers and flatten to make "heir" icon.

I've attached an example of what I am talking about (made by Jorg Weber).
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Dungeon Craft - Artwork / Re: Art Resources Proposal
« Last post by manikus on Today at 04:24:56 PM »
Sounds like a nice idea. I don't have a particular interest in super hero icons though I'm still interested to see the results.

Sorry, I wasn't clear. This would not be for icons specific to superheroes. I just thought of it while making a superhero icon.
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Dungeon Craft - Artwork / Re: Art Resources Proposal
« Last post by Mechanaut on Today at 04:15:53 PM »
That's how Baldur's Gate works. With layered (animated) sprites. So are you asking for PNG files of hats, capes, boots, weapons, and the like?

For something like that, you would have to establish a common perspective pose as standard for all icons.

**Something to consider is that for a library... vector format might work better; perhaps using Inkscape, Flash, Illustrator, or Corel Draw.  The reason is all of the resizing, and minor deformations that might be needed to suit the different icons. It also would mean that the library could serve for any supported resolution; without need of resampling (and the associated detail loss). You could then generate crisp 2D art at any size desired. Also Vector apps can often convert existing 2D art into vector art.
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Dungeon Craft - Artwork / Re: Art Resources Proposal
« Last post by steve_mcdee on Today at 03:50:11 PM »
Sounds like a nice idea. I don't have a particular interest in super hero icons though I'm still interested to see the results.
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Dungeon Craft - Artwork / Art Resources Proposal
« Last post by manikus on Today at 01:35:53 PM »
I have been making a lot of icons recently for the Hero Craft projet. My workflow got me to thinking...
I take an existing icon make one from found game sprites on web.
I then go about putting the icon into layers - hair, footwear, handwear, headwear, clothes and figure (an sometimes a layer behind the figure for capes or wings, etc).

A very long time ago, Jorg Weber released layered icons for us to use to make our own icons.

What about making some new ones for community use, but the community?

Any or all of us icon makers could "donate" bases and/or various layers.

We could leave these as separate PNG files or let someone (I volunteer) to take the various layers and put them into a layered file and repost that (probably PSD as that can be opened by Paint Shop Pro, Photoshop and GIMP).

Any one interested in helping out? Even just commenting will be helping out. ;)

And maybe we can try the same thing with some small pics/portraits - kind of like th eportrait makers that Uatu and I made.
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Dungeon Craft - Module Previews / Re: Towers of Magic
« Last post by Milos Gulan on June 21, 2017, 02:49:34 AM »
I am working on town expansion first south then hopefully north. That might leave even more unfinished locations but it is needed. Also, I might try doing underground. I will draw that first then do in editor.

I had a nice dream me moding :) so I better get working.
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75% of the way through the spells - all of which go for powers and items. it has made me realize just how far i have to go with graphics. I will try and make an intelligible list of what we need.

And then special abilities...

And then alpha testing!!!
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