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Many tilesets are also color-coded, making it harder for deuteranopic or color-blind players to play. In the default tileset, it might be hard to tell apart a halberd from a bardiche, or a giant ant from a soldier ant. One of the biggest parts of NetHack is encountering and identifying the hundreds and hundreds of enemies and items. Thirdly, I aimed for a high level of contrast in this tileset. I also used many modern pixel art techniques such as anti-aliasing, hue-shifting and sel-out to create the smoothest, clearest texture pack possible in a 16x16 resolution. I set to create this entire texture pack using bases as often as possible to keep a consistency from character to character. Some graphics have very tiny heads and realistic proportions, while others are goofily out-of-proportion. NetHack's default texture pack has many stylistic clashes.
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My second aim was professionalism, and this appears throughout the texture pack. Dawnbringer also converts very nicely to terminal colors, which means I could also create a version using NetHack's original colors. I did this because I wanted to reinvent the graphics of an old game while still keeping the old-school look of it. Knowing this, I decided to recreate the 1057 tiles of NetHack using the ever-popular DawnBringer palette. My aims when creating this texture pack were simplicity, professionalism, contrast and familiarity.įirst and foremost, I knew the very best best way to keep things simple would be to stick to a 16-color palette. >3501391 You can use icon creators to pixelate most pictures of objects, but they don't work well with terrain images.Īnonymous Sat Sep 17 13:10:06 2016 No.3503459Īnonymous Sat Sep 17 13:35:27 2016 No."After a long, hard 3 months of work, I have finally completed my biggest spriting project yet.A remake of NetHack, one of the most famous rogue-likes of all time. >3501371 >I can usually pixelate characters and objects just fine (even big ones like trees or buildings) Pic or never happenedĪnonymous Sat Sep 17 00:13:44 2016 No.3502284 >3499731 I'm usually not a fan of using tiles for NH but those look pretty nice.Īnonymous Fri Sep 16 15:14:46 2016 No.3501391 Speaking of which, does anyone have any tips for drawing topdown tiles? I can usually pixelate characters and objects just fine (even big ones like trees or buildings), but I can't seem to have any luck with terrain tiles.Īnonymous Fri Sep 16 15:13:49 2016 No.3501389 I would suggest looking at a ton of world maps from the games you mentioned and seeing what you like about them.Īnonymous Thu Sep 15 21:02:08 2016 No.3499752
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>3499727 I think what you mean is "How do I turn pile of tiles (pictured) into an interesting map?" I don't know. I like the Dawnhack re imagining of the original 16x tileset. >3499727 Nethack (and other roguelikes) has some.interesting tilesets, but the environment and effects were nice. I mean actually designing interesting maps with those resources. What are some resources for designing tile-based maps, like those in Legend of Zelda, the original Pokemon games and Earthbound? I'm not talking about drawing and implementing tilesets.
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