"Mshock's" tileset (v0.36)

Tiles for dinos from DinoMod:

Compsognathus -
Gallimimus -
Titanis -
Spinosaurus -
Tyrannosaurus -
Triceratops -
Stegosaurus -
Ankylosaurus -
Allosaurus -
Eoraptor -
Velociraptor -
Deinonychus -
Utahraptor -
Parasaurolophus -
Dimorphodon -
Dilophosaurus -

wow, really nice job,thanks Arex, i was waiting for these tiles to use this mod !
Could you do the same with blaze mod and these turrets, it would be really great ? :slight_smile:

you rocks guys !

I need to keep my tilesets up to date. There have been so many great changes since I last updated. Also, I wasted time drawing an Army Colt when there already was one. :confused: Anyway, it’s really nice seeing some of my work make it into the tileset. Here are my latest offerings:

grenade_inc, grenade_inc_act, trimmer_off, trimmer_on, camera_pro, 36navy, moss_brownie, pistol_flintlock

Nice looking, especially trimmer!

Also, I’m getting close to Waldo’s original style, how’s it looking?

(union suit, labcoat, skirts, added hood to army jacket)

The thing about this set is I get confused as to what style I’m aiming for because there are so many contributors. And then, I have to reconcile that with my own style and skill level. Waldo’s style is hard for me to imitate because of that gritty texture. These^ are close to Waldo’s, but I think the outlines need some work. They are too jagged on the inside edge. Here’s my revision of your lab coat (with pockets. I got carried away.) On the army jacket I only rounded off the hood a bit.

The thing about this set is I get confused as to what style I’m aiming for because there are so many contributors. And then, I have to reconcile that with my own style and skill level. Waldo’s style is hard for me to imitate because of that gritty texture. These^ are close to Waldo’s, but I think the outlines need some work. They are too jagged on the inside edge. Here’s my revision of your lab coat (with pockets. I got carried away.) On the army jacket I only rounded off the hood a bit.[/quote]

Yes, Waldo’s texture is very interesting, and actually his work IS sharp, especially outlines, and has higher contrast.

Oh hmm. I thought both of these were Waldo’s work. The poncho is just like his zombies with a hard black outline softened only on the outside by black at alpha 150. But, I thought the shirt was also Waldo’s with it’s fully antialiased outline and even some tinted outlining. If the poncho is the look we’re aiming for then I’ll have to change the way I approach clothing.

Oh hmm. I thought both of these were Waldo’s work. The poncho is just like his zombies with a hard black outline softened only on the outside by black at alpha 150. But, I thought the shirt was also Waldo’s with it’s fully antialiased outline and even some tinted outlining. If the poncho is the look we’re aiming for then I’ll have to change the way I approach clothing.
[/quote]

OK, I’ve been a bit worried about this line for a day or so now, and that nails it. Having your work close enough to someone else’s that a third co-artist doesn’t recognize the difference increases the risk of attribution complaints (“They’re using his stuff against his will and uncredited!*”), so I’d ask that you not follow Waldo’s style quite so closely.

*CC-BY-SA means we don’t need Waldo’s permission to leave his tiles in, but we do need to make sure his name stays in as long as his tiles (or ones that look close enough that folks can’t tell the difference) do.

Oh hmm. I thought both of these were Waldo’s work. The poncho is just like his zombies with a hard black outline softened only on the outside by black at alpha 150. But, I thought the shirt was also Waldo’s with it’s fully antialiased outline and even some tinted outlining. If the poncho is the look we’re aiming for then I’ll have to change the way I approach clothing.
[/quote]

Cloak-type outline is used everywhere except items (there are some exceptions: old meat, heels, motorcycle helmet…) and is imho weaker than smooth shirt outline.
Texture is better on cloak: it’s bright with higher contrast. Shirt texture, done by Waldo, looks more like Coleen’s work.

Is there any way of modding in a different sprite for the player character? Perhaps one that changes the clothing slightly when different items are worn? The current character image isn’t great…

Are people satisfied with models? I was working on updated models + overlays, but got abandoned plus other stuff…

I like the standard characters. I would like to see a few more choices for race, but that would require programmers to be on board with the idea. Clothing changes would be neat, but the idea of spriting them is overwhelming.

@KA101: I want the tileset to have cohesion. That’s why I’m so interested in what the art direction for this set is. I’ve been considering Waldo’s work to be the key examples of what this set should look like. Maybe I’m wrong, but I thought “Share Alike” meant that derivative works must be shared under the same license which implies that derivative works are acceptable. If you think our work needs to be distinct enough from his that they wont get mixed up then how can we handle a situation like this…

[quote=“egomassive, post:112, topic:7270”]I like the standard characters. I would like to see a few more choices for race, but that would require programmers to be on board with the idea. Clothing changes would be neat, but the idea of spriting them is overwhelming.

@KA101: I want the tileset to have cohesion. That’s why I’m so interested in what the art direction for this set is. I’ve been considering Waldo’s work to be the key examples of what this set should look like. Maybe I’m wrong, but I thought “Share Alike” meant that derivative works must be shared under the same license which implies that derivative works are acceptable. If you think our work needs to be distinct enough from his that they wont get mixed up then how can we handle a situation like this…
[/quote]

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.

Derivative works are acceptable, yes. Problem is that attribution needs preserved, and Waldo asked that we work his stuff out as he claimed he didn’t realize derivative work was acceptable. He doesn’t want his stuff used in other sets or as a template, IIRC. To be clear: he doesn’t have the right to insist on that, which is why his stuff is still present.

To that end, sure, you can emulate his work where it’s needed for consistency, but I’d not get hung up on maintaining it as a standard. He’s gone, and ultimately I’d like to be able to drop him from the credit line: if he’s not participating, doesn’t want to be involved, and wants his work removed, I see no reason to make an effort to keep him.

In order to do that, we’d need to replace all his work though, and make sure nobody thinks we’re using it. Hence, the style check.

MShock, seeing your redesign of the female character just made me realise that the original was curtsying! A new pose in line with the male character’s one would probably be a big improvement. I do think she looks a bit beefy but I guess you don’t want to make separate clothing overlays for each gender?

Can I make a request? If someone wanted to tackle the steamroller’s steel drums that would be great. I spend about 50% of my game time chugging around in my death-mobile and it looks like I’m being constantly swarmed by Bees.

Thanks for all your hard work btw everyone.

[quote=“KA101, post:113, topic:7270”][Waldo]'s gone, and ultimately I’d like to be able to drop him from the credit line: if he’s not participating, doesn’t want to be involved, and wants his work removed, I see no reason to make an effort to keep him.

In order to do that, we’d need to replace all his work though, and make sure nobody thinks we’re using it. Hence, the style check.[/quote]
I read this topic far enough to see his wish to be removed, but dang his monsters are so nice. I’m more than willing to replace his work, but I think filling in all the missing pieces should take priority. I just hope it’s actually possible to make tiles faster than new objects are added to the game.

If someone could make a short list of races an mutations we would need. That would be a good place to start.

lol. That’s been on my todo list for weeks. I’m just hesitant to make vehicle parts when I haven’t dug into vehicle building yet. I still don’t know how it works.

Okay, I have 6 exams ahead of me, so I’ll PR next version next year (or around 30-31 of December).

Egomassive, really like that rust texture on bots.

Mutated overlays will be even later than clothing - we’ll need to check compatibility with clothing overlays.

Starting working on overlays isn’t that hard - in the beginning we can implement only shirts, pants and boots and make all pants look like pants on original tile.

I was thinking about steel drums too - it would look so wierd when turning.

Also, Egomassive, can I ask you of something: there aren’t many monsters left and I want to finish common things like searchlight, but can’t.
Can you takcle it, I made a quick sketch. http://www.mediafire.com/view/vj3ett6twf4dlwv/12.png

[quote=“Mshock, post:116, topic:7270”]Also, Egomassive, can I ask you of something: there aren’t many monsters left and I want to finish common things like searchlight, but can’t.
Can you takcle it, I made a quick sketch. http://www.mediafire.com/view/vj3ett6twf4dlwv/12.png[/quote]
Sure thing.

For baseline mutant-tiles, I’d change the baseline sprite based on the thresholds, so one per category.

[quote=“Mshock, post:116, topic:7270”]Also, Egomassive, can I ask you of something: there aren’t many monsters left and I want to finish common things like searchlight, but can’t.
Can you takcle it, I made a quick sketch. http://www.mediafire.com/view/vj3ett6twf4dlwv/12.png[/quote]
Maybe this tile image will be useful.

Nifty, though there are three lights on the tower.