Need help with Artwork(Comments on the texture to use)

GLGAMESGLGAMES SingaporeMember Posts: 988


Trying to make a dungeon exploring and rpg like battle game.
Will be needing textured walls and monsters, etc..
Hoping to get a profit sharing partner as i'm not earning any income currently due to retrenchment and hope to make a hit with one of my games.
any kind soul willing to help pls mail me georgegaming @singnet.com.sg

Comments

  • MotherHooseMotherHoose Member Posts: 2,456
    Looking Super! @GLGames

    I keep waiting for @tatiang to update that demo!
    thought he included some great art for walls/floors … if you email him, he will no doubt let you use those

    I really like the lay-out you have going … though the playArea could be bigger … and mapArea smaller
    a fancy gilded frame … a gradient bg
    for textures you can do a lot with brushes and patterns
    SpriteAttack has whole spriteSheets in DBA's ResourceCenter
    http://www.indiegamedesigner.com/
    and, do think any artist would look at what you demo and want to work with it!

    keep working with this one … think you will do a great,great game!

    @};- MH
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    edited February 2012
    Yuh need some more work to make it look more playable :P
    The actual pseudo 3d look is plainy manipulating different layers on that main image to create depth and turns.
    Not to mention the long string of conditions i had to put in on one actor alone ...
  • GnomerGnomer Member Posts: 292
    Hey GLGames, just a suggestion but maybe make the play area the whole screen and then have the buttons and the map on top?
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    I know what you mean, i am looking for some proper art.
  • zombieaddictzombieaddict Member Posts: 213
    edited February 2012
    very oldskoolish 2d rpg. reminds me of eye of the beholder
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    yes it's from those series :P dungeon master etc...
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    Made something with paintshop and textured with Gimp but not very accurate , will this work?
    image
    Cannot seem to find something more dungeon like.
    How to import custom texture into Gimp?
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    Another try but this too blend cannot differentiate wall n floor.
    image
  • zombieaddictzombieaddict Member Posts: 213
    if you really want to emulate the same style as those previous games mentioned then its best you try and aim for a more game/unrealistic look to the texture or, not a texture at all. the ones above are leaning more on the photo-realistic side. if you look at the following 2 images you'll see the walls are pixel art. pretty rough looking but i think it would suit your game better

    image

    image
  • MotherHooseMotherHoose Member Posts: 2,456
    wow @GLGames … those images are big!

    you have a nice perspective view … good depth!
    the backWall has to be masked/shaded/alpha … darker further away
    … and would extend the whole width of the viewArea
    the floor also would be left in as wholeWidth

    If I had the bottom graphics working in the game … I would use those segments/images for now and work with them as placeHolders to continue with coding.

    Putting brushes or Patterns in Gimp:
    /Applications/Gimp.app/Contents/Resources/share/gimp/2.0/patterns or brushes
    (that is the Right click on app and Show Package Contents)
    just drag them there … any Gimp or Photoshop brushes or patterns

    this site may help with your Gimp work-up!

    @};- MH
  • MotherHooseMotherHoose Member Posts: 2,456
    Just another quick heads-up

    this type of display was once called POV Ray drawing (derived from perspective rays)
    and, your orange area would overlay the viewArea with a cut-out window for the dungeon view
    therefore the programmer would be manipulating the view from a much larger imageArea
    lots of stuff …out of viewer's sight … going on

    in GS you could just use static images that slide in/out of view … what you do for scrolling BGs

    @};- MH
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    Here's another update to my dungeon crawler project.
    First time trying to make perpective texture in Gimp seem to need more work for the pieces to join better. Anyway here is the outcome after much work.
    Feedback welcome for type of elements to add. I'm thinking a monster bashing type with leveling included. Maybe inventory but needs alot of work.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    @MotherHoose Yeah, my expertise with Photoshop and Illustrator is well, next to none, so it took me a long time to even create those images. That and the fact that I'm so excited to use GameSalad that I keep creating new games and never finish the old ones. But that will change eventually! Anyway, it's great to see these variations.

    New to GameSalad? (FAQs)   |   Tutorials   |   Templates   |   Greenleaf Games   |   Educator & Certified GameSalad User

  • GLGAMESGLGAMES SingaporeMember Posts: 988
    @tatiang share your expertise in perspective drawings !!! I need a pro to help :P
  • MotherHooseMotherHoose Member Posts: 2,456
    Absolutely Smashing! … look how far the project has come in < 24 hours!
    look at that video! =D>

    don't talk about not finishing … I must have 20+ WorkInProgress … and always prototyping/storyboarding new ones!

    @};- MH
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    I have one problem, when i created the image it overlays nicely without distortion but once imported into GS seems everything has changed in size and that caused my image to look wierd when overlay on one another. you can see that the tunnel is not totally straight. How to solve this problem?
  • MotherHooseMotherHoose Member Posts: 2,456
    check the Y position on the the farther wall images … rotation my be causing some distortion

    when you are in designPhase … good to use:
    Rule: when
    Event: LeftShift is down
    --Display Text: self.Position.X.."\n"..self.Position.Y
    and Preview in the sceneEditor

    (you can have the RightShift display W,H … and the spaceBar do something else … etc.)

    @};- MH
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    edited March 2012
    I wrecked my brains and finally decided to just stack the images within GS itself rather than creating one base image with 9 others changeable layers.
    Now it's using one skeletor outlined image with 20 actors stacked on top so it won't go distorted.
    Here's the latest with darker shade when further away and a light source on the ground. But there's one issue with the onscreen map, it's using 5x5 grid like actors made into one. However there appears to be gap at some areas when showing light n dark tiles side by side. it won't happen if same color... isn't that weird?


    Added light effect on closest wall as well, i'm amazed at the difference it makes.
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    Now somebody help me with some monsters' art :P
  • MotherHooseMotherHoose Member Posts: 2,456
    ah … monsters is such a broad term

    when I think of dungeons & monsters
    I see trolls, bats, rats, skeletons, lurkers (dark ghosts), and traps, and whips, and chains, nasty wet spots, and barred cells, cockroaches and water bugs and spiders and webs,… etc.
    so look for free first … know you can work well from a basic shape and add the details … @GLGames

    also I do like lots of shadow and light (so do you!) and maybe some small animation (2-4 images) so the things are active!

    I am so excited about watching your progress!

    @};- MH
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    Yuh making it come alive is the toughest part i guess. Was thinking of torches along the walls alternating, but i cannot find a suitable image to put in.
  • MotherHooseMotherHoose Member Posts: 2,456
    GS Platformer Template
    torches with particle lighting
    would be a good place to start in the right direction!

    @};- MH
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