After playing with the Chesthole tiles I switched to this set, but I missed the clothes and weapon dressing layed over the characters. I wanted to start drawing such things for this set, but the playable characters were made by Waldo. Since ultimately we should remove his stuff as per his wishes it made little sense to invest time dressing-up his sprites. So, I finally took another crack at new playable character sprites. And well…
There will need to be male and female versions of clothing. Clothing is actually pretty easy once I get the person established. The man’s hands will have identical positioning, so weapons only need to be drawn once. I also, intend to draw up ethnicities and threshold mutations. I’m going to keep everything as generic as possible, e.g. just one rifle overlay for every kind of rifle. Thoughts and suggestions are welcome.
Ah…hmm. Bugger. That’s unfortunate, as I kinda liked those sprites. Plus I’d derived the the broken cyborg sprites from the male player sprite. Sweet zombie Jesus, does Waldo even realize just how much will surely have to be changed?
And honestly, I’m unsure about going through the effort of adding overlays, as there are many other basic things I’ve been putting off due to being a bit burnt out and distracted by offline things. @_@
What you’ve shown so far seems interesting, though the sprite…I’m not sure, but it gives the impression of clashing a bit with most sprites for monsters and other entities.
I know. There’s a lot of derivative work in there now. I, myself, made a broken riot-bot out of Waldo’s riot-bot. I don’t want to replace his work, it’s good stuff. At least he posted a pic showing what parts are his although I question the accuracy. He marked the crowbar that I’m 90% positive was made by Coleen.
The girl is loosely based on Waldo’s style, chiefly in the face. I didn’t want it to be too close, KA101 himself cast shade on my attempts to blend in too well with Waldo. On the other hand replacing his work will be a gradual process, so I don’t want to do something completely different. Speaking of which, I updated the pic above with the male versions, I need to find a different face for him though.
Don’t sweat it. You’re in charge of this tileset variant. You don’t have to use my contributions. The constant demand of new items being added is what keeps me from starting my own tileset. If your goal is a complete and up-to-date set then you probably shouldn’t bother with overlays, for now at least. It will be a long time before this side project of mine gets anywhere near completion anyway.
Ah, I see. Can be hard to tell who did what, yeah. At least with me, I just rather lazily, haphazardly continued past the last item MShock added so I don’t have to reshuffle everything. @_@
And still, thank you. Been meaning to start up more updates soon. Though I do intend to eventually get most, or even all, items sprited, I’ll admit I’ve been less zealous about it compared to Chezzo, for example. XP
Progress report.
I have the basic ethnicities here plus indigenous Americans in the last column. There are “Indian” reservations in New England, so I felt they could use some representation here. I’d like to draw the threshold mutations, but I need a clear idea of what they can wear. Are claws/hooves standard at that point? The wiki has been down for days reporting a .php error. Best info I found is here but it focuses mainly on abilities not appearance. Also, the last comment in that thread I find amusing because I feel like I’m playing dress-up especially when I draw things like bras for men. I quote, “as some people fear, C:DDA itself shall turn into purposeless dress-your-doll sandbox shooting fest.”
Interesting, though not sure how to implement that without character race actually being a thing.
And hmm, the wiki’s been out for a while, yeah. If I recall, hooves block any footwear that lacks the OVERSIZE flag, same with foot talons. Most claws have the same restriction, except for long fingernails. Not sure if regular claws do versus talons.
KA101 said, “I’d be pleased with more ethnicity/race options. Option would be nontrivial for me to code but I’d fast-track it for merge.” Not that I’m going to hold him to it, but I expect if the sprites exist then we’re a step closer to making that a reality.
Here’s something you can actually use:
It’s that broken generator you see in the labs. The top has the 2 tiles and the bottom shows how it will appear in game. I’ve never seen a broken generator in any other configuration, so I think this will be sufficient. Here’s sample code too.
Here’s another small batch of missing tiles and updated tiles. I haven’t updated to your latest release yet, so I hope I’m not doing redundant work here. Since I cleaned up the atomic night-light sprite when making a covered version, I went ahead and cleaned up the exposed version. There was no evening gown sprite yet which gave me a good opportunity to bring the wedding dress in-line with the style of the majority of the wardrobe. The atomic lamp covered I regret is nearly invisible on a stone floor. Otherwise it looks great and matches the coloration of the atomic night light.
@scorpion451: Your desk lamp looks much better, though the lever for flipping down the cover now looks like an artifact. Needs to be either more solid or erased completely. The colors on the red dress got a little funky too. But really, overall you’ve improved them. I don’t mind at all. I often stick to hard pixels when I ought to soften them more. It’s hard to find the right balance when this set has so many different styles and levels of detail in it.
Also wasn’t aware I had left the tinting on the dresses; did a cool-grey wash on the shadows, but decided it didn’t do anything spectacular for them and went back to tinkering with the lamps. X3
Surely the lever was too small a detail, and being all black made it invisible on most backdrops. In the future I’ll try to keep in mind that everything gets shrunk for an even small sprite set. My vision of it was a cylinder on it’s side with an internal shade sliding into place. A lever on the end facilitating the change. As long as players can recognize it as a desk-lamp and it doesn’t blend into the background, I think we’re good. They can use their imaginations if they want to know how the cover works.
@ scorpion451: I just had a thought. My heavy duty flashlight has the same issue my atomic lamp had, too dark. It could use your touch if you’re interested. Here’s my original file. I think the version in the PR is positioned differently.
I’d messed with it myself, already. Gave the interior of the dark sections a simple lighter color, while leaving the outer fringes of the flashlight the original color. ^^"