ChestHole Tileset

Ugh… just wait till i release first part of it. One of my goals is get rid of unnecessary transparency and blur, and add more precise pixel art. But it’s hundreds of tiles to fix, and it takes a lot of time.

Looking forward to it mate.

The tileset I posted is one I have been working on, like I fixed some of the windows stuff for example, (I think, I mighta just done 24) plus the additions of monsters Voiddweller made. So I think you gotta replace everything. You can move the old ChestHole32 tileset folder and unzip this folder into /gfx instead.

And if you aren’t on the experimental it won’t work because 0.C doesn’t have manual tile rotation.

Looking forward to it mate.

Me too!

I love this tileset but no matter what occupation or traits i take I always seem to end up as a black guy with a mohawk. I thought different choices were suppose to select different models? Dunno if I’m doing something wrong, but I would love to see some variety. At the current rate i’m going I shall never be able to play as a Canadian lumberjack ;_;.

Anyway, I tried playing with other tile sets, it really says something to the quality of a set when everything fits so right that other sets feel off in comparison. Keep up the good work :).

Far as I can tell, you start with the same player model, it’s just that a small array of traits, along with worn/wielded items, are overlaid on it.

If I knew how to make player or NPC professions affect the BASE sprite, it might be nice to implement for MShock Modded, and be less hassle than giving overlays for every single item. Though I also have more spritework in general I’ve been putting off. @_@

Yeah, right now you can only assign one tile for any given thing, so one tile for every dude, one for every girl, one for every regular zombie, etc.

Sparr was working on making a fix for this, and posted this issue before going on a six month road trip.

He said he got everything done except how to format it in tile_config.json, as can be seen in his comments on the above issue. If y’all would like to, you could put a bounty on the issue, get some squeak on this wheel here.

Here, let me be the first one. $5 bucks ain’t gonna do it, but something from thirty of us just might.

This is why I left so many copies of things in my tileset, so I can just change tile_config and get them set right up.

(Edit: Here’s a new copy of the changes Voiddweller made, I took the artifacts out. http://chezzo.com/cdda/ChestVoid32.zip )

Ah, interesting. If this becomes a thing, it will be interesting to make use of it, though that will add to my growing list of things to do. Still been putting off the animatronics. ;w;

As mentioned above different character hair and skin color can be set trough custom traits and assigned tiles for that traits. Problem is that overlays is NOT disable background layers on characters, so you have to keep things within strict parameters. Need a way to disable character tile layer visibility, that would be a really nice addition.
In other hand, a vehicle tiles do not work as overlays. Any tile you add on top, disables bottom layers, makes vehicle part transparent. You have to assign background tile, and it is always look the same. Or have to make a mod with many different part variants, and assign a custom tile for each one.

I want to express my deep respect to Chezzo and everyone involved in creation of this awesome tileset. It brings the thing you may actually call a graphics. And together with the incredibly deep and realistic gameplay of DDA this combination results in the best roguelike and best survival game I ever played. Just thank you very much for this.

P.S. The thing with every item having it’s own appearance on character model - I’ve never seen this in 2D graphics before. (Not with such variety of things)

@Vulpes_Inculta, thanks so much!

@Voiddweller, you are right! You are a genius. The game gives PROF mutations, which are just flavor (from what I can tell.) Perfect to hook new character sprites on to them.

There can be sprites for police, cybercop, SWAT, detective, marshall, medical doctor, churl (starting profession for illiterate peasant scenario) and martial artist (both orange and black belts). Ooh, and skater! Adding new ones shouldn’t be too tough either.

Here’s a proof of concept for the black belt:

You can get it here for 24

Or here for 32.

This changes the character sprite for the blackbelt profession.

If you would like to change your character sprite without starting a new character with the blackbelt profession:

[ul][li]Install this pack (completely delete or rewrite the ChestHoleTileset or ChestHole32Tileset directory with the unzip of the above) [/li]

[li]Hit 9 on the debug functions menu [/li]

[li]Then type: / (to bring up the find menu) [/li]

[li]Then type: bla to select black belt.[/li]

[li]Hit enter to accept.[/li][/ul]

Edit: Here’s a new version of 24, where I do:

Doctors (well, medical residents) naked and with clothes:

And Skaters, naked and with clothes:

32 is coming up, I actually just lost 32 because my computer crashed while I was saving.

Chezzo, I’ve started working on dressable characters for the MShockModded32 tileset. Any advice on how to approach such a monumental task? How did you decide which gear to prioritize?

ETA: Your new characters are terrific! Love the doctor’s hair.

Just wodering how up to date the x32 version is that comes with cdda.
Only reason i ask im just making sure there was no download link within this thread that is slighlty newer?

Chezzo’s been a lot better and keeping things up-to-date compared to me, far as I can tell. Ahem, with the exception of mod content, but all that’d really be essential to sprite is the terrain additions. :V

Also, would be nice to hear advice about that spriting, but I’m not sure about starting work on that anytime soon. @_@

Ah great thanks for replying.

Yeah sprite work looks like its a lot of work.
Any way appriciate your work and effort mate.

[urlhttp://chezzo.com/cdda/ChestHoleTilesetNewSkaterDoctorBB.zip]Here’s[/url] the promised 32 version, I fixed alignment issues all through the set, and I added blackbelts, cops, feds, detectives, skaters, and medical residents.

Stop me if you’ve heard this one…

A blackbelt, a cop, a skater and a doctor all walk in to the Shelter. The blackbelt says to the others, “Want to travel with me?”

Never heard that one befor

Im on me mobile now at me mums just to say again thanks :slight_smile:

Chezzo, Dunno if this has been fixed or not, but I am seeing a bug with Boarded windows. The <—> view is fine, look like a normal boarded window(sorta of >_>) but when up and down trying to look at seems like some kind of fire place or something. I’m using a version from like a week ago. Hoping its been fixed. But if not, now you know that it looks wonky. Oh and it is the normal tile set NOT ISO or 32 version.

One more caveat I"d like to ask about. For those Feral Predators…could you make them NOT look like the silly alien Predator? It really blows the zombie apocalypse when I"m being run down by 5 of them and I keep thinking of the stupid alien movies =(

I mean I own those films, but It’s kind of a zombie game, friend. Please? =)

PS “Barred” windows usually have bars in a vertical(up/down) direction. Never seen cross hatch barred windows. Ever. In the Tri-State area where this is set in, trust me on this one. Also the color of roof tops is pretty exact to what you would see in the area for real, cheers on that!

Most buildings are beige, tan, or some other muted color(usually dark). Like your work. Although I’m not certain how Tileset32 is suppose to work…the ground is always blurry compared to your normal tile set. Not sure if this was Void or some hiccup. But thought I"d mention it passively.

Huehuehue. I’ll admit, I cackled a bit at that visual pun. Zombie predators.

Granted, the recolored feral hunter in MShock Modded I added isn’t any less derp. <_<

Sup draggy, mind telling me how to swap an older icon out for the alien one? I dig(not did, lol I didn’t make them) the films and comics mate, but not so much being in my “ZOMBIE” game, savvy? =D

Meep. Well, if you’re able to edit the tileset using GIMP, or most any editing program (almost anything except MS Paint), one can just cut, copy, paste. X3

Only thing to keep in mind is that enabling a grid option helps make sure you don’t misplace the replacement sprite, a little too out of bounds and you get the offending bit of overhanging sprite cut off and showing up elsewhere. ^^"