[quote=“Midaychi, post:160, topic:8933”]Any chance of dinosaur mod stuff? Also I think some of the survivor gear stuff is off by a pixel? Survivor headgear for , shifted to the right.[/quote] I just started an overhaul for 32x32 version. More precise pixel art, less re-scaled old junk. Male and female armor difference, custom art for many weapons and maybe whole new vehicle tiles a bit later (have to add vehicle parts variations) I used Rpg maker art from various sources and adapted it. Some examples http://imgur.com/a/Fyi6A
Hooray! Updates, some day.
How does the whole dressup equipment system work, though? Would it be possible, with minor code revision, to separate out chestole’s player + dynamic sprite system so it could be used with any tileset?
I also kinda wish the actual base player sprite could be dynamic, so you could provide a custom one or have npcs use a random one from a range of custom ones (based on gender), provided that they all fit in the same shape.
All sprite binds is defined in tile_config.json Code is quite simple, and there is a lot of examples. Tileset studio works too, along with some photoshop (or anything else) expertise. So basically you can make any custom tiles work with any mod too, if you define item ID. You can also mod some custom mutually exclusive traits for different haircuts, define sprites for those. And i guess have to edit NPC setup too, so they could pick that trait randomly. That can be done for skin color as well.
Those are incredibly gorgeous, Voiddweller. I welcome any additions you have. You could either send them to me, pr em yourself, post them here, or give me some other way to get my hands on them and I will immediately put them in the game.
Just be careful you’re using legal stuff, and putting whose ever stuff you use in the attribution file.
Amazing stuff, dude.
Sure, i use some original stuff as base too. And work i took from other ppl is free to use, but i’ll give credit anyway, even though some stuff is barely recognizable now) I am also reorganizing tileset layout for more convenience when using graphic editors. New WIP zombie sheet http://imgur.com/h96BNix
These are simply AMAZING, Voiddweller. I am floored. Thank you so much.
If y’all are like me, you can’t wait to have them in your game.
So, here: http://chezzo.com/cdda/ChestVoid32.zip
Nice I really like them! Good fit Voiddweller
Really great work voiddweller, hope you can find the time to keep at it.
thank you for the update! would you mind spriting the plow, planters and the turret additions from the vehicle addition packs please? thank you !
ChestVoid
Sure, i thought about while new set of vehicle tiles. Might require adding some part variants though. Currently i am reorganizing whole tileset layout.
See? Mod support always gets ya. o3o
Though the real issue is when one has missing terrain sprites, as delicious transparency errors ensue. I wouldn’t have originally branched off a modded MShock tileset if it wasn’t for that. :V
Sure, i thought about while new set of vehicle tiles. Might require adding some part variants though. Currently i am reorganizing whole tileset layout.[/quote]
is there any way i can help? like sourcing for public domain pictures for you to base the sprites on or smth
Shame there isn’t a way to make the game fall back on ANOTHER tileset before it falls back to ascii. MsShock modded gets updated so frequently it’s ridiculous.
Huehuehue. Already got a long-ass list of more additions I should work on. >.<
Hello again. I’ve just been playing with the latest ChestHole32Tileset, “ChestVoid”. There were lots of misaligned tiles and other visual artifacts, so I’ve gone ahead and fixed the majority of them. Mostly it entailed moving things over a pixel. Wherever there was a graphic that had been scaled down and then up again I replaced it with the original 32x32 tile. This unfortunately means that good car parts are sharp while bad car parts are still blurred, but overall I think this version is in much better shape the official one. To be clear, keeping a tileset up to date is tremendous undertaking, and I admire the fortitude and inventiveness you’ve shown Chezzo. I hope you find this helpful rather than critical.
Edit: I removed the image link since Chezzo released a cleaner version himself.
I saw some errors while I was playing. Hickory trees were overlayed with either a growing black blob animation or the number 7. Chunks of fat appeared to be green beans. (It was rather a surprise when I butchered a Moose and found vegetables.)
I’m assuming someone hit an arrow key while editing on Gimp. owo
Actually, it was much more complicated than that. Some tiles were overlapping others. The shifting went in different directions. Some tiles were scaled one pixel too tall. In my experience with Gimp, the grid-lines/boundary-lines can be misleading depending on your zoom level and monitor resolution. You have to zoom far in to make sure you’re putting things where you think you are.
Ah, right. My preference is to set the default grid to 24x24, then configure grid for when I’m working on the 32x32 version.
[quote=“egomassive, post:176, topic:8933”]Hello again. I’ve just been playing with the latest ChestHole32Tileset, “ChestVoid”. There were lots of misaligned tiles and other visual artifacts, so I’ve gone ahead and fixed the majority of them. Mostly it entailed moving things over a pixel. Wherever there was a graphic that had been scaled down and then up again I replaced it with the original 32x32 tile. This unfortunately means that good car parts are sharp while bad car parts are still blurred, but overall I think this version is in much better shape the official one. To be clear, keeping a tileset up to date is tremendous undertaking, and I admire the fortitude and inventiveness you’ve shown Chezzo. I hope you find this helpful rather than critical.
I saw some errors while I was playing. Hickory trees were overlayed with either a growing black blob animation or the number 7. Chunks of fat appeared to be green beans. (It was rather a surprise when I butchered a Moose and found vegetables.)[/quote]
not very skilled in this, so would appreciate any help. when replacing the png u linked with the one in the chesthole32 folder, the game reverts back to ascii