Omnimaga

General Discussion => Art => Topic started by: DJ Omnimaga on June 24, 2010, 04:06:28 pm

Title: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on June 24, 2010, 04:06:28 pm
Here are almost all tiles and sprites that were used in Reuben Quest: Ev Awakening, Reuben Quest: The Lost Mirror and The Reign Of Legends 3. Note: For the 3 level grayscale monsters from Reuben serie, they were ripped from various games such as Lufia: The Fortress Of Doom, Final Fantasy II and III for the NES, Dragon Warrior serie, Metroid. Two enemy sprites were ripped from battle backgrounds in FFII or III I believe, or parts of a monster, then modified to make something new. The same was done with two of the battle backgrounds.

The ROL3 sprites are located at the bottom on left and right sides.

All that stuff was created/modified from December 2003 through January 2005.

Otherwise, everything else was done by me. Here they are below. Please give credits to the respective game and game company if you use sprites I converted and to myself if you use the sprites I drawn myself from scratch.
Title: Re: Some old tiles and sprites
Post by: Magic Banana on June 24, 2010, 04:17:37 pm
You've also got a Moblin from Zelda in there. :)

Did you convert the sprites from other games using a conversion program or did you grayscale them yourself?
Title: Re: Some old tiles and sprites
Post by: DJ Omnimaga on June 24, 2010, 04:27:15 pm
Oh yeah I forgot about that one.

All the Reuben enemy sprites that were ripped/modified were converted to 4 level grayscale, then I manually converted them to 3 level (the hardest part, as some looks crappy this way. You need to decide if the dark gray layer is gonna be black or gray, if the light gray layer is gonna be gray or white, and it varies from a sprite to another. In some cases, it can even require some editing. One of the sprite (the Golem) was resized, too.)

For the tiles/textures, I created them from the ROL3 tiles or from scratch using Photofiltre and Paint. The ROL3 tiles/sprites were all created on calc from scratch. Those took 2 months x.x
Title: Re: Some old tiles and sprites
Post by: ztrumpet on June 25, 2010, 04:17:07 pm
Those look amazing!  Awesome work on them DJ! :D
Title: Re: Some old tiles and sprites
Post by: DJ Omnimaga on June 25, 2010, 06:27:31 pm
Thanks :D

Most credits for the big monsters (except the monochrome ones) goes to the respective game companies, though :P
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on September 20, 2010, 04:40:06 pm
Another sprite. This one is very old and is cropped, but it was the way it was in Illusiat 10.

It may not be close to being as great as what some people here can do, but remember this sprite dates back in September 2002 :P
Title: Re: Some Random Sprites
Post by: FinaleTI on September 20, 2010, 04:59:46 pm
Nice! I love the Illusiat games, but I had a hard time with 10's battle system. I'll have to give it another go one of these days.

Here are the ships I used in Blur. The lobster mode ship came from DJ's Eat Nethams Game, so I didn't include it, cuz I didn't make it.
The third's my favorite ship.
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on September 20, 2010, 05:01:40 pm
Yeah Illusiat 10 battle system was an experiment that turned into a failure IMHO :(. Don't wonder why it was only used in one game.

Illusiat 8 experimented with a walking engine that is similar to the old Illusiat games but also turned to be a failure x.x
Title: Re: Some Random Sprites
Post by: FinaleTI on September 20, 2010, 05:17:18 pm
I liked Illusiat 8's maps, but I see your point. Plus, it was easy to go through the beginning of each dungeon and stock up on free magic till you were strong enough to go further.

Title: Re: Some Random Sprites
Post by: DJ Omnimaga on September 20, 2010, 05:21:17 pm
Yeah true, I should just have made it so you can only stock up at each spots once or only in battles. This draw system was inspired from FFVIII.
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on February 02, 2012, 08:03:05 pm
O.O

(http://z3.ifrm.com/23/12/0/p7960/ghg.bmp)
Title: Re: Some Random Sprites
Post by: nxtboy III on February 02, 2012, 08:10:33 pm
Wow, if only there were less text-based RPGs and more graphic RPGs.
Title: Re: Some Random Sprites
Post by: zeldaking on February 02, 2012, 10:57:42 pm
Off topic but I have started writing up some stuff for a non-text rpg
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on February 02, 2012, 10:59:22 pm
Wow, if only there were less text-based RPGs and more graphic RPGs.
Actually this was meant for a grayscale remake of Illusiat 6/Nemesiat in 2008, which finally never happened. I just didn't realize I still had this mockup anywhere online.
Also nice to see you again zeldaking :)
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on April 15, 2012, 04:21:40 am
The following was part of the 2007 Omnimaga Halloween prank, where I announced the cancellation of Metroid II Expansion to instead work on Metroid III: Azimut. (The download link lead to a scary pop up)
Title: Re: Some Random Sprites
Post by: Yeong on April 15, 2012, 11:12:51 am
lol. :P
What is the thing at the middle left?
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on April 16, 2012, 03:20:49 am
I don't remember exactly. If I remember it was some sort of Crocomire head or undead Kraid head. Also I'm unsure but I think the char sprite and HUD icons are from Diortem rather than Metroid II.
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on May 06, 2012, 02:49:53 pm
(http://xlib.mtv-music-generator.com/rol2pc_playable_characters.png)
Charset of the main characters of a cancelled ROL2 PC remake. Currently used by Juju in an unnamed RPG. http://ourl.ca/16090
Eljin Merix Zormy Ji
Guil Manu Kyra


(http://img.removedfromgame.com/imgs/prizmreubenmockup.png)
Fake mockup of how a Casio PRIZM remake of Reuben Quest: Ev Awakening could look like. All tiles except the trees and Reuben are from RPG Maker 2003 default chipsets (although the mountain tiles were modified). Menu is by me and the fonts are the default PRIZM fonts. That pic was used at http://ourl.ca/16089


(http://img.removedfromgame.com/imgs/zeldaganonfight.gif)
This is a part of the cutscene before the final battle in Zelda: Dark Link Quest. Sorry for the poor quality, it was ripped from the Youtube video because I was too lazy to install the game in Wabbitemu and beat it. :P

Title: Re: Some Random Sprites
Post by: DJ Omnimaga on January 27, 2013, 07:50:59 pm
More tiles (Idk if I posted them before but I had an hard time finding them): They were for a cancelled Nemesiat II project. You can actually see the trees earlier in this thread

EDIT: This was not from the short-lived project, but I converted the tiles to RPG Maker format and did a quick mockup of how calc maps could have looked like. Maybe someone might be interested in re-using the tiles :P

(http://img.removedfromgame.com/imgs/testnemesiattiles.png)

(http://img.removedfromgame.com/imgs/testnemesiattiles2.png)

And for those who are lazier and don't want to go through the hassle of editing maps with diagonally-aligned trees, this is how it looks like when they aren't (there are two possible scenarios, but none looks as good as diagonal trees):

(http://img.removedfromgame.com/imgs/testnemesiattiles3.png)

Maybe if the Reuben Quest: The Sacred Scroll project ever gets finished and someone decides to port it to the 84+ those tiles could be used? :D
Title: Re: Some Random Sprites
Post by: TIfanx1999 on January 27, 2013, 10:57:56 pm
Those Nemesiat tiles actually look pretty nice! ^^
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on January 28, 2013, 12:10:08 am
Thanks. I actually updated some a bit for fun, because I discovered that some were either broken or misaligned. Also, earlier in this thread I had another version of the sprite sheet with some extra tiles. I appended them to the current sprite sheet. All the tiles before minor updates/fixes dates back from 2007 (except the char sprite which is from Mid 2005 or so and was supposed to be for a Final Fantasy 1 sequel for calcs). Hopefully they can be of any use for someone :)

Also, another test of the tiles. Lol it's rare that I go on such map design rampage O.O

(http://img.removedfromgame.com/imgs/testnemesiatupdatedtiles.png)
Title: Re: Some Random Sprites
Post by: TIfanx1999 on January 28, 2013, 12:21:47 am
Hmm... looks like a monastery at the foot of a mountain. :) Looks like your having some fun with these old tiles. ^^
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on January 28, 2013, 12:25:46 am
Yeah they kinda go well together so I had some inspiration. :P Maybe one day I could team up with an Axe coder and design RPG maps in PixelScape or something, kinda in a same fashion as Grendel/Zera :P
Title: Re: Some Random Sprites
Post by: TIfanx1999 on January 28, 2013, 12:29:11 am
Yea, that'd be cool. 8)
Title: Re: Some Random Sprites
Post by: aeTIos on January 28, 2013, 04:59:31 am
Some should actually use those tiles, they look awesome :o
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on January 28, 2013, 02:00:19 pm
Thanks. Of course the trees are quite hard to use in their current state, but I'm particularly fond of how the mountain tiles came out, despite being very simple. In general, I found out that only 4 of the mountain tiles are really useful, and they can be used for other purposes such as caverns.

The cool thing would be if somebody made a game where collision detection can be altered in a way so that you can walk on mountain tops, but only after climbing up stairs and you can't go straight from a mountain tile to a regular floor one.
Title: Re: Some Random Sprites
Post by: TIfanx1999 on January 28, 2013, 02:01:43 pm
I'd have to agree, the mountains look great. :D The trees aren't as good, but they're ok.
Title: Re: Some Random Sprites
Post by: ben_g on January 28, 2013, 02:05:40 pm
(http://img.removedfromgame.com/imgs/testnemesiattiles2.png)
I like this one. It looks very clean and clear.
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on January 28, 2013, 02:55:46 pm
Yeah that one was meant to be smooth and clear. Do you prefer the one in the large image? It fixes some of the borders.

Also this was made out of boredom, just in case such game would ever happen :P

(http://img.removedfromgame.com/imgs/reuben3calcconcepttitlescreen.png)
Title: Re: Some Random Sprites
Post by: TIfanx1999 on January 28, 2013, 03:01:05 pm
O.O Wow, fantastic!
Title: Re: Some Random Sprites
Post by: Sorunome on January 28, 2013, 05:26:53 pm
Awesome :P
But it is scroll in singular :P
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on January 29, 2013, 12:33:41 am
Ah ok lol. And thanks guys :D
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on February 05, 2013, 12:49:09 am
This is not sprite material, but I was bored again and thought I would try to make PRIZM and Nspire/84+CSE-style Illusiat 13 title screens:


TI-Nspire style (ASM/C):
(http://img.removedfromgame.com/imgs/illusiat13hires84pcsestyle.png)

PRIZM style (ASM/C/LuaZM):
(http://img.removedfromgame.com/imgs/illusiat13hireprizmstyle.png)

TI-84 Plus C Silver Edition style (TI-BASIC):
(http://img.removedfromgame.com/imgs/0-illusiat13hires84pcseTIBASICstyle.png)

Original TI-83+/84+ version:
(http://img.removedfromgame.com/imgs/illusiat13.png)
Title: Re: Some Random Sprites
Post by: Ranman on February 05, 2013, 12:59:41 am
I love the mockup titlescreens

Man... I'm loving the Prizm screen size more and more everyday!
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on February 05, 2013, 01:03:47 am
Lol thanks :D, and yeah it's an amazing calc. It's a shame that so few over here program for it and that the ones who do always migrate to different sites shortly after starting. :(

Also Illusiat 13 would be possible in PRIZM BASIC, but it would need an ASM add-in that allows a BASIC program to copy programs from Flash to RAM and delete RAM programs. In TI-84 Plus C Silver Edition BASIC as well but it would need such program as well and possibly some code moving from boss/event files to others.
Title: Re: Some Random Sprites
Post by: TIfanx1999 on February 05, 2013, 06:27:03 am
Wow, those updated title screen mock-ups look fantastic! ^^
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on February 05, 2013, 01:57:06 pm
Thanks. :) Also here is a PRIZM BASIC pic format one: (although I am not fully convinced that those are the right dimensions, but the colors are kinda right)

(http://img.removedfromgame.com/imgs/illusiat13hireprizmBASICstyle.png)

Of course it would look much better with proper dithering (and more text outlines at the bottom), but I unfortunately lack decent softwares to dither pics properly under such weird amount of colors (and I don't really like GIMP)
Title: Re: Some Random Sprites
Post by: shmibs on February 05, 2013, 02:18:51 pm
what colours do prizm basic pictures allow?
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on February 05, 2013, 03:26:36 pm
White, yellow, green, red, magenta, aqua, blue and black. You can have an higher color depth with images, but then your game only runs on european models and 1 picture takes 50-60 KB of archive, while the BASIC pics takes 1-8 IIRC (I don't think there's any way to make them on a computer, though, so you have to draw them pixel by pixel).
Title: Re: Some Random Sprites
Post by: epic7 on February 05, 2013, 03:41:51 pm
NICE!

Looks pretty legit oncalc :P
(https://dl.dropbox.com/u/93019118/Photo%20Feb%2005%2C%203%2038%2021%20PM.jpg)
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on February 05, 2013, 05:06:04 pm
Wow looks pretty nice indeed :D. Now I wish there was an easy way to draw pictures on a PRIZM...
Title: Re: Some Random Sprites
Post by: Sorunome on February 05, 2013, 06:16:34 pm
Wow, that's looking pretty awesome, great work :D
Title: Re: Some Random Sprites
Post by: nxtboy III on February 07, 2013, 09:48:42 pm
Nice job DJ_O :D
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on February 07, 2013, 10:26:04 pm
Thanks :D.

By the way, does anyone know how many colors each SNES sprite support at once? Also are all those sprites split into 16x16 or 8x8 chunks? That might help if I try to make a SNES style version of the title screen above.
Title: Re: Some Random Sprites
Post by: Juju on February 11, 2013, 04:34:02 pm
What about the Prizm? I would make the border black though.
Title: Re: Some Random Sprites
Post by: Sorunome on February 11, 2013, 07:01:18 pm
That's looking awesome, and yeah, a black border would fit better.
Title: Re: Some Random Sprites
Post by: ElementCoder on February 12, 2013, 09:39:00 am
Thanks :D.

By the way, does anyone know how many colors each SNES sprite support at once? Also are all those sprites split into 16x16 or 8x8 chunks? That might help if I try to make a SNES style version of the title screen above.
A SNES sprite uses one of eight 16-color palettes.
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on February 15, 2013, 06:20:40 pm
That looks cool Juju :D, and ElementCoder are sprites 8x8?
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on April 18, 2013, 10:57:07 pm
(http://img.removedfromgame.com/imgs/2-linkspritescse.png)

TI-84 Plus C Silver Edition (160x240 mode) Link sprites experiment. The speed is quite good despite facing 4 directions, because only Pt-On, Pt-Off and Pxl-On are used, but they can be hard to distinguish on some background colors due to being small and simple. Not much that can be done I guess, since adding outlines and everything would slow things down too much.

Basically the BASIC code which displays it does the following:
-If sprite is facing left/right, it moves both hands in the middle (only one is visible)
-If sprite is facing left/right, the Pxl-Off command that separates both legs is moved behind Link
-If sprite is facing left/right, his hat moves slightly behind.
-If sprite is facing up, his head becomes turns green, as his hat hides it from that view.

EDIT Here's another pic with a dark gray background:
(http://img.removedfromgame.com/imgs/1-linkspritescse.png)

Here are also more Zelda ideas that actually displays fast for BASIC (around 5 seconds total, but it's not a tilemap):
(http://img.removedfromgame.com/imgs/zeldaidea.png)

The hearts are made of 5 Pt-On commands each, the rupee is the theta character, the gray walls are filled with gray Text spaces, then polished with Line commands, while the entire ceiling is filled with Line commands. The floor is just the graph screen background color, on which lines are drawn as a grid.
Title: Re: Some Random Sprites
Post by: chickendude on April 19, 2013, 02:38:42 am
The cool thing would be if somebody made a game where collision detection can be altered in a way so that you can walk on mountain tops, but only after climbing up stairs and you can't go straight from a mountain tile to a regular floor one.
That's not that hard to do, my ticoncours entry supports that ;) Essentially you add an extra byte (well, nibble) of data to each tile saying which way you can enter that tile, so a tile to the left of a stair would be marked unpassable coming from the right (but you can walk into it from the top/bottom/left) and the other way around for a tile to the right of a stair. You could modify that idea a little bit to make things like bridges, too.
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on April 19, 2013, 02:48:10 am
Yeah true, and of course when reaching the end of the stair a floor flag is set or incremented so that you are one floor above, or vice-versa. There could be a group of tiles for each floor or something.
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on April 20, 2013, 05:49:58 am
Here is Link CSE but with magenta face:

(http://img.removedfromgame.com/imgs/3-linkspritescse.png)

On-calc, Magenta is a little lighter so it actually doesn't look out of place.

And now it could be used on yellow background (although still no luck with green):
(http://img.removedfromgame.com/imgs/zeldaidea2.png)
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on July 21, 2013, 08:41:16 pm
This was one of the Nemesiat remake tileset I made around late 2007 or Early 2008:

(http://illusiat.reubenquest.net/xlib.mtv-music-generator.com_imagesThatWereOn57o9WhereJujuShouldPointTheXlibMTVMGSubdomainToBeforeWeLoseTheGame/xlib4.gif)

Of course it misses some monsters, though (there were 5 in total, plus the bosses).
Title: Re: Some Random Sprites
Post by: stevon8ter on July 21, 2013, 09:06:31 pm
(http://img.removedfromgame.com/imgs/2-linkspritescse.png)

Basically the BASIC code which displays it does the following:
-If sprite is facing up, his head becomes turns green, as his hat hides it from that view.

well actiallu your hat in the left and right view should be longer for that to be correct, just saying xD
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on July 21, 2013, 11:20:38 pm
I tried to stay as limited as possible to save speed. :P
Title: Re: Some Random Sprites
Post by: Sorunome on July 22, 2013, 03:43:46 am
why are you so good at pixel art?
Title: Re: Some Random Sprites
Post by: Deep Toaster on July 22, 2013, 08:12:30 pm
Those look really good. What did you use to design your sprites?
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on July 22, 2013, 08:25:12 pm
If you mean the Zelda sprites, all I did was using a bunch of Pt-On/Off commands and tried to align them based on the viewing direction. If you mean the Nemesiat ones, most were ripped from RPG Maker 2003 actually, then converted to 4 levels of gray (with some contrast edits to ensure that they look fine). I think the cavern walls and some of the enemies actually use chunks of Final Fantasy 1-3 graphics, though. If used, most credits would go to Enterbrain/ASCII.
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on July 25, 2013, 03:39:45 am
No problem. :)

Also here is an high quality version of Zelda: Dark Link Quest animation before the final boss:

(http://img.ourl.ca//zeldadlqanime.gif)

The entire animation was done in Paint, during Summer 2004.
Title: Re: Some Random Sprites
Post by: Sorunome on July 25, 2013, 04:34:06 am
wha, nice one!
Title: Re: Some Random Sprites
Post by: DJ Omnimaga on July 26, 2013, 01:38:07 am
Thanks :D. I am tempted to make a video of it at one point showing the entire final battle and sequence, but since Youtubers don't like ASCII art games I guess it might not be such a good idea.
Title: Re: Some Random Sprites
Post by: Eiyeron on July 30, 2013, 05:36:48 pm
No problem. :)

Also here is an high quality version of Zelda: Dark Link Quest animation before the final boss:

(http://img.ourl.ca//zeldadlqanime.gif)


The entire animation was done in Paint, during Summer 2004.
Holy c***! You guessed more or less the Skyward Strike 8 years before!
Spoiler For End Game Spoiler:
And the final battle with Demise!
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on July 31, 2013, 12:41:52 am
Lol I actually haven't played newer Zelda games much yet. I need to get to that eventually. That Zelda: Dark Link Quest animation is actually an intro to the Ganon fight that is about to occur, but I wanted to give it an 1-bit anime style. :P

The final boss is particularly unimpressive, though, both graphically and challenge-wise. Basically, the fight pattern goes like this: Ganon starts moving towards you, gaining more and more speed to try to knock you down. You must then hit him with your sword to repel him. However, when he stops moving back, he launches a black laser in all 4 directions, so you take damage if you're in its path. Afterward, he throws an energy ball at you that you must repel with your sword so that it hits him back. However, due to a game glitch, if you move sideways, the ball will change direction, missing Ganon. Also, if the energy ball hits you, it starts sucking your energy very fast so you can die in about 3 seconds.
Title: Re: Some random sprites by DJ Omnimaga
Post by: Sorunome on July 31, 2013, 03:37:00 am
Wait, who renamed the topic? XD
But it fiiiiiiiits :D
Title: Re: Some random sprites by ม꒙|c ੰd€
Post by: Keoni29 on July 31, 2013, 03:41:52 am
Name got hijacked.
Title: Re: Some random sprites by DJ Omnimaga
Post by: Sorunome on July 31, 2013, 03:44:01 am
What's up with all the name changing recently?
First he MLP thread, now this one XD
Title: Sorunome is a fish. :P
Post by: TIfanx1999 on July 31, 2013, 08:16:19 am
Anyone can change the subject of their individual post. See?
Title: Re: Some random sprites by DJ Omnimaga
Post by: Sorunome on July 31, 2013, 08:20:15 am
I know, but now, look again, the overall grand subject has been changed :P
Title: Re: Some random sprites by DJ Omnimaga
Post by: TIfanx1999 on July 31, 2013, 08:29:04 am
Yea, I saw that too. The first post was edited, that's why. It affects the title of all subsequent posts.
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on August 02, 2013, 01:01:47 am
Yeah it was me, to hopefully convince people to make their own threads for their sprites :P.

Also maybe Art_of_camelot can split the non DJ posts in the first few pages, along with the last ones, to different topics then merge them? That way it won't lead to confusion.
Title: Re: Some random sprites by DJ Omnimaga
Post by: TIfanx1999 on August 02, 2013, 02:35:41 am
Yea, I can split them again if ya want. I'll take care of it when i get home (im at work on my cell atm).

*Edit* Topic locked while I'm splitting it.

Spiting done. :)
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on August 04, 2013, 01:46:34 am
Ok thanks :)
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on August 13, 2013, 03:18:37 am
Did some more sprite/tile recycling and got this result:
Title: Re: Some random sprites by DJ Omnimaga
Post by: Eiyeron on August 14, 2013, 02:22:08 pm
Whete that comes from?
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on August 14, 2013, 02:55:35 pm
They were originally from RPG Maker, but then got modified for use in SUper Star Hero v0.1 (added smoother edges  rather than square edges), then re-used in ROL0 then now modified again so that instead of ground tiles for villages, they are now 2D cliffs with some grass. Hence the recycling.
Title: Re: Some random sprites by DJ Omnimaga
Post by: Eiyeron on August 14, 2013, 03:40:56 pm
They look nice. Some modifications to make more tiles could be a good idea.
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on September 16, 2013, 12:51:50 am
(http://img.ourl.ca//supersonicballtiles-1.gif)

Those are sprites from my last 2010 Axe project Super Sonic Ball. Note that any animation was possible, but I only showed the most notable ones in the GIF. I also merged the masked sprite data together.
Title: Re: Some random sprites by DJ Omnimaga
Post by: Sorunome on September 16, 2013, 09:01:38 am
I like the numbers :)
Title: Re: Some random sprites by DJ Omnimaga
Post by: tpt1234567890 on October 29, 2013, 05:55:54 pm
I like the numbers :)

Same with me!
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on April 15, 2014, 11:21:01 am
This is a color Reuben swinging his sword (identical to the in-game animation, just with colors added)

(http://img.ourl.ca/reubensword2.gif)
Title: Re: Some random sprites by DJ Omnimaga
Post by: Sorunome on April 15, 2014, 11:21:32 am
haha, nice one! :D
Title: Re: Some random sprites by DJ Omnimaga
Post by: Streetwalrus on April 15, 2014, 11:25:49 am
Yeah it's pretty cool.
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on November 06, 2014, 06:38:43 pm
I was experimenting with HP PPL again and I wanted to created tiles that are generated by code then saved in a graphic buffer somewhere for later use. Here is an example of what I can draw below (the top color is different because the whole wall rectangle is rendered in two parts, to allow grass floors, for example.

I used lines and polygons (gradients) for the most part.
Title: Re: Some random sprites by DJ Omnimaga
Post by: aeTIos on November 06, 2014, 07:21:24 pm
That looks sexy. :3
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on November 07, 2014, 05:05:00 am
Thanks. :) Also I just tried this on a real calculator with all borders and gradients enabled and the 48x64 block is generated instantly O.O.
Title: Re: Some random sprites by DJ Omnimaga
Post by: Sorunome on November 07, 2014, 10:23:39 am
Looking awesome, and nice that it is so fast ^.^
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on November 12, 2014, 03:47:16 pm
Thanks. Also, now I got the middle parts copied earlier in the tile cache and made darker so I can use some walls as backgrounds. I also make the rest layed out horizontally for ease of use in HP PPL.

I have some static tiles I won't share just yet that I stored in PNG format in the program, but I decided to copy them horizontally in the same temporary tile cache as the dynamic wall tiles. That way, from such tile cache (recreated at the beginning of each level), it will be much easier to draw tilemaps than doing so from two different tilesets at once, let alone one that is multiple rows and columns.

Example of tile cache:
(http://img.ourl.ca/generationcomplete-2.png)


To tell how fast this process is, I can generate this tile cache THEN draw it zoomed in 2x approximately 20 times per second. :P


EDIT: 30 FPS without sprite scaling *.*
Title: Re: Some random sprites by DJ Omnimaga
Post by: Eiyeron on November 13, 2014, 05:27:59 pm
Procedural generation is one of my favorite programmation thingies. You have my interest now. Please goron.
Title: Re: Some random sprites by DJ Omnimaga
Post by: Sorunome on November 14, 2014, 06:59:03 am
I like those red tiles with the text.
/me runs
Title: Re: Some random sprites by DJ Omnimaga
Post by: Streetwalrus on November 15, 2014, 12:45:42 pm
I like those red tiles with the text.
/me runs
Yes you do. :P

I'm looking forward to the game that's gonna come out of this. :D
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on November 15, 2014, 11:19:56 pm
I like those red tiles with the text.
/me runs
You want me to do an Atari 2600 port of Reuben, don't you? :P
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on November 25, 2014, 04:36:22 pm
Here are some cavern backgrounds I made a few minutes ago. They are mockups of what could be dynamically-generated backgrounds on the Prime:

(http://img.ourl.ca/cavernbackgrounds.png)

I'm unsure if the bottom ones or the top ones look better, though. Also I might make them twice larger.


EDIT

(http://img.ourl.ca/cavernbackgrounds-1.png)
Title: Re: Some random sprites by DJ Omnimaga
Post by: TIfanx1999 on November 25, 2014, 09:35:31 pm
I really like the X pattern ones. :D
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on November 25, 2014, 09:40:33 pm
Thanks. Do you prefer the stretched ones or the smaller ones?
Title: Re: Some random sprites by DJ Omnimaga
Post by: TIfanx1999 on November 25, 2014, 09:42:04 pm
I like both actually, but I guess it would depend on what they were used in as how they would look. If I had to choose though, I'd say the smaller ones.

*edit* Apparently I can't type today. :/
Title: Re: Some random sprites by DJ Omnimaga
Post by: DJ Omnimaga on November 26, 2014, 01:51:11 pm
Thanks. For the larger ones, if I do use them, all it would require is using the BLIT_P command to stretch the image up. :)