[visual] Two-Handed Weapon Display for shockbolt tileset

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rexorcorum
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[visual] Two-Handed Weapon Display for shockbolt tileset

#1 Post by rexorcorum »

[Integrated in ToME 1.0.1]

Adds ingame two-handed weapon tiles for shockbolt tileset - greatswords, greatmauls and battleaxes. Purely aesthetic addon without any gameplay changes, for your viewing pleasure :). It has always nagged me that the "great" weapons look so puny, so I've made this. The images are drawn by me and are part of the GPL licence of ToME. Enjoy!
Addon page: http://te4.org/games/addons/tome/two-ha ... on-display

Ingame images:

Image

Image

EDIT: More armour / 2hweapon variations:
Image

Works also with the oldrpg tileset with a separate package

Ingame images:

Image

Image

Package for daftigod's superb Old RPG Tileset Addon: Small package for Zonk's excellent Wight Addon:
Last edited by rexorcorum on Wed Mar 13, 2013 10:18 pm, edited 6 times in total.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
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daftigod
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Re: [visual] Two-Handed Weapon Display for shockbolt tileset

#2 Post by daftigod »

Wow Rex! Excellent job! I love your version of the wight, and nice changes on the weapons, they look much meatier! Have you done pixel work before?

For next version of oldrpg, the one handers have actually gotten smaller, so your two handers should stand out even more when it's released. I don't think the alignment has changed since the last version, but I am planning on centering the dwarf sprites by moving everything up 4 or 8 pixels, just a head's up.

One other thing I've been working on is darkening the borders between player doll gear, to make them pop more. Basically, the easiest way to do this is to shrink the 128x128 tile down to 32x32, then selecting a 1 pixel wide pencil brush and give it a 70-80% black overlay. Then just darken the border of the weapon without making the border pure black. When everything lines up properly, it can really make the individual pieces stand out, and leads to less "color soup." Your tiles are already close enough to what I'm talking about, but the mace border and the tip of the sword could probably be darkened slightly more, and I agree this is a very picky suggestion. :)

The shockbolt tiles look perfect! And your preview pics are very well done! Lots of cut n pasting there, eh? hehe

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Re: [visual] Two-Handed Weapon Display for shockbolt tileset

#3 Post by darkgod »

Very very very nice!
I might add them to the game ;)
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rexorcorum
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Re: [visual] Two-Handed Weapon Display for shockbolt tileset

#4 Post by rexorcorum »

Well, I'm flattered :mrgreen:

@ daftigod:
daftigod wrote:Have you done pixel work before?
Nothing serious - a thing or two so far. Actually only the mace is "pure" original work, the sword and the axe use your 1h versions and the wight is a mix of 85% lich and 15% skeleton with some tweaking of course.
daftigod wrote:I don't think the alignment has changed since the last version, but I am planning on centering the dwarf sprites by moving everything up 4 or 8 pixels, just a head's up.
Give me the specifics when you are ready and I will morph them. Do you consider also aligning the female halfling sprite, because it is a few (2-3?) pixels lower than the other so called "diminutive" races at the moment and I had to shrink the blades for the axe in order to fit it in.
daftigod wrote:One other thing I've been working on is darkening the borders between player doll gear, to make them pop more. Basically, the easiest way to do this is to shrink the 128x128 tile down to 32x32, then selecting a 1 pixel wide pencil brush and give it a 70-80% black overlay. Then just darken the border of the weapon without making the border pure black. When everything lines up properly, it can really make the individual pieces stand out, and leads to less "color soup." Your tiles are already close enough to what I'm talking about, but the mace border and the tip of the sword could probably be darkened slightly more, and I agree this is a very picky suggestion. :)
I was using the same method of shrink-draw-blow up for the weapons. Will try the darkening overlay and post the results here, soonerish.
daftigod wrote:The shockbolt tiles look perfect!
Thanks!
daftigod wrote:And your preview pics are very well done! Lots of cut n pasting there, eh? hehe
Ha, I have been taking advantage from our current technological advancements and automated the process a bit ;) Used XnConvert to batch crop the screenshots and then XnView's function "Create->Strip of images" - both programmes are free so you should definitely check them

@ darkgod:
darkgod wrote:Very very very nice!
I might add them to the game ;)
Feel free to do so :) EDIT: It's alive!

I am still not quite happy with the looks of the sb-axe though. Does it not look too much like a) a mass-market industrial product with all these smooth and polished surfaces and b) more poleaxe-ish than battleaxe-ish? What do you think? Might make another version for the "official" addition, if any :)
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rexorcorum
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Re: [visual] Two-Handed Weapon Display for shockbolt tileset

#5 Post by rexorcorum »

Version 1.1.0 is up and running - download link in the OP and at the bottom of the post.

~ [Changelog] ~

I. Shockbolt - "2hweapons-v1-1.teaa":
  • Replaced the 2haxe tile with a new and better one
Image

Ingame comparison:
Image


II. OldRPG - "2hweapons+wight-for-oldrpg-v1-1.zip":
  • Replaced the wight sprite with a new and better one;
  • Added the "special" folder for the wight tiles (forgot to copy it in the first version);
  • Rearanged the headgear tiles for the new wight, because they were too low and were obscuring the eyes;
  • Added 70% black overlay to contours of all 2hmace and 2hsword tiles (thanks to daftigod for the tip)
Image

III. Wight Package - "2hweapons-for-wight-addon-v1-1.zip":
  • Replaced the 2haxe tile with a new and better one
~ [Downloads] ~

I. Shockbolt: 2hweapons-v1-1.teaa

II. OldRPG: 2hweapons+wight-for-oldrpg-v1-1.zip
  • To be added in the Oldrpg .teaa file
III. Wight Package - 2hweapons-for-wight-addon-v1-1.zip
  • To be added in the Wight .teaa file
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
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rexorcorum
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Re: [visual] Two-Handed Weapon Display for shockbolt tileset

#6 Post by rexorcorum »

I am perfectly happy with the visuals now and for me v.1.1.0 is the final version of the addon. Still, I would welcome any comments, suggestions, critiques and such that can improve the thing - after all it is part of the game now :). Cheers and have fun with the - in daftigod's words - "meatier" two-handers in Maj'Eyal!
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

zzz
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Re: [visual] Two-Handed Weapon Display for shockbolt tileset

#7 Post by zzz »

Is there any more installation required for oldrpg than just copying files into tome-oldrpg.teaa?

rexorcorum
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Re: [visual] Two-Handed Weapon Display for shockbolt tileset

#8 Post by rexorcorum »

zzz wrote:Is there any more installation required for oldrpg than just copying files into ?
I think not - you have to have the 2hweapons addon active, of course. As far as I remember from testing, adding the extra files to tome-oldrpg.teaa does not break the online character validation. Still, if you have any problems - let me know and I will look to it. Cheers.

EDIT: The 2hweapons display is integrated within the main game in 1.0.1, so you don't need the addon anymore.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

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