Show off your graphics!

Make games! Discuss those games here.

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Pepsi Ranger
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Post by Pepsi Ranger »

Gizmog wrote:Cacti! Cacti! He's our man! If he can't do it, no one can!
He asked for encouragement, not crippling pressure!
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The Wobbler
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Post by The Wobbler »

SECRET
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FnrrfYgmSchnish
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Post by FnrrfYgmSchnish »

I just uploaded a little project I've been working on this year -- a set of 8-bit/NES-style graphics that I'm making available for whoever wants to use them. Linked is a ZIP containing the RPG file with all graphics inside... I also uploaded them all individually on the wiki's various "Free Graphics" pages.

So... here's a few extra screenshots I didn't include as previews on the "game" page for these!
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Snowy town.
Snowy town.
8bit0001.png (16.85 KiB) Viewed 4775 times
Inside a house.
Inside a house.
8bit0002.png (7.09 KiB) Viewed 4775 times
Of course, there's always a sewer.
Of course, there's always a sewer.
8bit0005.png (8.33 KiB) Viewed 4775 times
Also, ancient ruins and stuff.
Also, ancient ruins and stuff.
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FYS:AHS -- Working on Yagziknian NPC walkabout sprites
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kylekrack
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Post by kylekrack »

Oh gosh, these are wonderful! I actually have a Halloween game I started that could work splendidly with these graphics. Drawing graphics was one of the big setbacks for it (I didn't finish it by Halloween this year). I'll be sure to include a credits page in the main menu if I follow through with that.
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Nathan Karr
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Post by Nathan Karr »

I had been working on a similar project a few years ago, like an 8-bit equivalent of Vikings of Midgard where you get a full set of graphics and an example game of them put together. The point of mine was to make sure every character gets equal treatment as a walkabout, hero graphic, and enemy graphic so an end user could decide he wanted a game starring monsters instead of elves or dwarves.

This set is a lot more polished than what I was going with.


Anyway, I've been drawing some sprites and tiles. I might make a short project like a more fleshed out Nathan's Halloween if I get to the point of having one graphic for each letter of the alphabet.
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It started with Feenicks posting one of his highly detailed trees in IRC, and me countering with a tree of my own.
It started with Feenicks posting one of his highly detailed trees in IRC, and me countering with a tree of my own.
tree.PNG (3.99 KiB) Viewed 4761 times
I don't like birds, therefore they make decent mid-level monsters. Also I don't draw enough of them.
I don't like birds, therefore they make decent mid-level monsters. Also I don't draw enough of them.
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Everyone finds cockroaches loathsome. Thank Harlock for encouraging this!
Everyone finds cockroaches loathsome. Thank Harlock for encouraging this!
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The legendary sword Excalidurr.
The legendary sword Excalidurr.
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Mogri
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Post by Mogri »

FnrrfYgmSchnish wrote:I just uploaded a little project I've been working on this year -- a set of 8-bit/NES-style graphics that I'm making available for whoever wants to use them. Linked is a ZIP containing the RPG file with all graphics inside... I also uploaded them all individually on the wiki's various "Free Graphics" pages.

So... here's a few extra screenshots I didn't include as previews on the "game" page for these!
These are wonderful. I tried to add a tag to the game page, but I couldn't find an existing tag for this sort of thing. Can someone who's done more tagging help out? If we don't have a tag, we need one.
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Feenicks
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Post by Feenicks »

Guess I should throw those aforementioned trees up here.
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Post by Spoonweaver »

FnrrfYgmSchnish, why is this not a game?
Make a game with this!
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Post by TMC »

Awesome, Fnrrf! Thanks for; when I have more time I'll add your screen shots to the wiki as well (and I should add any screenshots I can find for the other graphics packs too).

We did have an existing tag, "resources", but I added "free graphics" too.

Wow, Pheonix, those trees are as good as any I've seen in a commercial RPG. Although, the center one sort of seems to be shaded a bit differently to the other two?
Last edited by TMC on Sat Nov 05, 2016 5:14 am, edited 1 time in total.
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Nathan Karr
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Post by Nathan Karr »

I saw that raccoon with a walkabout and an enemy sprite and decided he totally needed a hero graphic too. It uses the same palette as the enemy sprite instead of the walkabout.

Anyway that cigarette was too distinctive not to retain in his hero sprite, and wound up kinda taking over his personality.

EDIT: I decided to upload a second version using the same brown as his walkabout and personally I think it looks better.
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Smoker the Raccoon.bmp
Smoker the Raccoon.bmp (5.12 KiB) Viewed 4666 times
Smokey the Raccoon.bmp
Smokey the Raccoon.bmp (5.12 KiB) Viewed 4667 times
I just love this little guy!
I just love this little guy!
Xperiment0009.png (4.62 KiB) Viewed 4667 times
Last edited by Nathan Karr on Tue Nov 08, 2016 1:35 am, edited 1 time in total.
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RMZ
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Post by RMZ »

<a href="http://s19.photobucket.com/user/RedMave ... q.png.html" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... v3bgvq.png" border="0" alt="Red Blue 002 photo RedBlue0002_zpslrv3bgvq.png"></a>

Started a new casual project the other day, mostly to just try out the NES/GBC palette and been having fun with this. I might be sticking with this color scheme for a few projects. This game is going to sort of be an RPG with a bit of a Megaman-ish formula.
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Post by guo »

LOVE
vvight.wordpress.com
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BMR
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Post by BMR »

Been talking about this on IRC for the past few days, thought I'd share it here as well.




<object width="640" height="360"><param name="movie" value="//www.youtube.com/v/O7mzyjir7dU"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="//www.youtube.com/v/O7mzyjir7dU" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>

(Note: Movement in the video above looks too fast, but that's a problem with my screen recorder.)



<object width="640" height="360"><param name="movie" value="//www.youtube.com/v/8WJspJSx98U"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="//www.youtube.com/v/8WJspJSx98U" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>



Not entirely sure which perspective I'll go with yet though. The second one is easier, but the first looks cooler. Who knows, I'll figure it out eventually, heh.
Last edited by BMR on Fri Nov 18, 2016 7:08 am, edited 1 time in total.
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Using Editor version wip 20170527 gfx_sdl+fb music_sdl
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Foxley
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Post by Foxley »

BMR, I'm speechless. That looks utterly amazing.
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Post by kylekrack »

I think level design for a non-isometric view would not only be easier to make, but easier for a player to read. I agree, the isometric movement looks cooler, but as a player, I would have to get used to the perspective. It doesn't feel very natural to look at. In addition, the walls take up a lot of foreground space, so having everything at right angles lays the floorplan of the room out much more aptly.

From a design perspective, I would argue for going with a 90º camera angle. It feels like a game I would be more likely to pick up and start playing.

That being said, I have to second Foxley. Both look incredible. Your 3D -> 2D renderings have all looked amazing.
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