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Uatu 08-13-2008 10:24 PM

Re: Art Requests
 
Great work, manikus! Looking forward to trying them all.

Incidentally, FRUA had a 9th level "Monster Summoning" spell? I also don't remember a 5th level "Fire Touch" spell - but maybe there was one, I dunno...

Any plans to include Unearthed Arcana spells as well? :D

manikus 08-13-2008 11:19 PM

Re: Art Requests
 
I have no plans to add any more spells. That is not to say that I won't, 'cause I'm sure that I will, I just want to get these done first. :)

I have a list of druid spells as well, adding at least several per level up through 7th level. :D

I haven't worked on it a lot, b/c there is not the code to back it up. I'm very quickly approaching the point where I've done all that I can do with an unfinished DC. I'm pretty darn close to having all of the default art done. I still have lots of work to do on the help documentation, but it's hard to work on when I don't know how to do certain things, or even figure out how to test what they do, and there is no one to help out. If only CocoaSpud would come back. :D Paul said he is going to help out, but I think he is waiting for Tarlanon to tell him what he (Tarlanon) is working on. There is no point in Paul fixing the GPDL if Taralanon has already done it, but just hasn't uploaded the code.

Hmm, I guess I'm starting to ramble. :)

Uatu 08-14-2008 12:06 AM

Re: Art Requests
 
Hmm - one thing that holds us back, I guess, is the inability for most of us to compile the code (without that Microsoft whatever). Otherwise, I think quite a few people here would be digging in and "helping" (I would probably harm things more than help, but I would still try :D )

manikus 08-14-2008 12:23 AM

Re: Art Requests
 
I can compile the code. :) I can do little things (and have), but I don't know how to create special abilities or finish the magic system. :( I don't know how to fix the bugs, either. But, I'm not a C++ programmer.

It is not wasted on me to think that if I had started teaching myself C++ (well, I do know a little bit) and taken a class or two when I started with DC, I would have been programming for 6 or 7 years and quite possibly would know how to do the above.

Uatu 08-14-2008 12:51 AM

Re: Art Requests
 
It's not too late! :D

I am sure there are (big) things you can do as well - it sure is hard to read someone else's code (for me, anyway), but doing something new can be nice, too. :)

Ed's Crucial Wish List:
1. Cure spells work outside of combat
2. Morale and fleeing works properly
3. Magic scrolls (and read magic) work
4. Backstabbing works
5. Free attacks vs. those turning their back on the enemy works and other combat kinks (natural roll of 20/1, etc.)
6. Monsters get magic/special attacks
7. Paladin's lay on hands works
8. Spells fixed
9. Illusionist, Monk, Assassin, etc. extra classes added

If 1, 2, and 3 work, we will be very close to version 1.0 (or at least workable games), I think. 4, 5, and 6 in addition will be very nice as well, and 8 will help attract FRUA people to DC, perhaps :D

manikus 08-14-2008 01:07 AM

Re: Art Requests
 
I think we will probably need to do 1-8 to get to version 1.0.

I think part of 5 already works. I've been doing a lot testing trying to figure out if the backstabbing is working, and the monsters will take a free attack if you move away from them (not just turnnig away) which is how FRUA does it. See! We're that much closer already. :)

As soon as I get my windfall, I'm taking private lessons to learn how to program in C++. [Noter: this is part of my fantasy world, where I don't need to go to a job but will work from my computer, and somehow make money. :D]

Maybe, I could just hire someone to finish it (you know, when I get my 'windfall'.) :D

Uatu 08-14-2008 01:59 AM

Re: Art Requests
 
Cool - that should help a lot. :) (Free back attacks make players much more careful about posturing.) #5 (i.e. "the combat system") also includes other things, though:

1. Natural roll of 20 should always hit
2. Natural roll of 1 should always miss
3. Monsters requiring +1/+2/etc. weapons to hit
4. Missile range attack modifiers (long/middle -2/short -5) - otherwise you can just kill everyone from far away
Etc...

:)

But yeah, I am waiting for my windfall, too :D

SilentThief 08-14-2008 09:20 AM

Re: Art Requests
 
Quote:

Originally Posted by Uatu (Post 1212649)
Cool :) I will do some more spell graphics, too... some time...

If we get illusionists one of these days, I can make nice illusionist spells, too (color spray, etc.)! :D

IIRC, Doing some of the Illusionist spells is going to be difficult if not impossible, while others translate directly into other spell effects. For example, spells not easily defined (like audible glamer, phantasmal force, ect) could just result in a morale check (when thats working) with higher level/better spells giving penalties to the check; and others would result in summoning-type spells (when thats working ;))

Uatu, for me the #6 (computer controlled chararcters/monsters using spells) is the primary hold up. If I was to add anything to the list you and manikus put together, I'd add some of the missing class skills (fighter sweep attack on creatures with less than 1 HD for example).

ST

manikus 08-14-2008 09:48 AM

Re: Art Requests
 
If it's an attribute in DC, even if it's not being consulted at the moment, we can check it. :) I.e. we can do morale checks now.
Richard had the morale system and fleeing in place, but he found that monsters kept running away and in certain circumstances (I can't remember what they are) fleeing would cause DC to crash. So, he turned it off. :) Personally, I don't mind creatures fleeing so much (I do mind the crashing, however), I've always thought that the AD&D CRPG way of every creature stays and fights to the death is kinda ridiculous.

Sweeping would be good to have. Another thing, that I thought was working until doing testing Tuesday and yesterday, was that higher level fighters/paladins/rangers are not getting more than 1 attack per turn as they should. I don't remember off the top of my head at which point they get 3 attacks every 2 rounds or 2 attacks every round, but I'm pretty sure by the 25th level that it should be more than just one per every one. I guess I need to submit a bug report. :)

SilentThief 08-14-2008 10:54 AM

Re: Art Requests
 
Quote:

Originally Posted by manikus (Post 1212725)
If it's an attribute in DC, even if it's not being consulted at the moment, we can check it. :) I.e. we can do morale checks now.
Richard had the morale system and fleeing in place, but he found that monsters kept running away and in certain circumstances (I can't remember what they are) fleeing would cause DC to crash. So, he turned it off. :) Personally, I don't mind creatures fleeing so much (I do mind the crashing, however), I've always thought that the AD&D CRPG way of every creature stays and fights to the death is kinda ridiculous.

I just last night tested this out, via turning undead; and the game gets into an endless loop when the skeleton goes off the map. The idea I had was that the engine should change the status of the fleeing creature to temp gone or gone or something like that to get rid of them (cuz the temp gone status does NOT hang the game). Also, the goldbox games were a little more realistic about the morale with creatures fleeing after taking a beating. However, I dunno how well this system was integrated; due to the fact that recently playing POR there was a battle I was in with like 30 goblins and my level 2 party. I had my 2 fighters and my cleric down, leaving my dwarven fighter thief, and my other cleric and my mage left and they still had me outnumbered by 5 to 1 and they started fleeing. :D

ST

manikus 08-14-2008 11:11 AM

Re: Art Requests
 
In Secret of the Silver Blades, the monster never flee. And I can't recall if that's the case in FRUA. These are the two that I'm most familiar with. I'll have to look into FRUA, as it seems that Morale should be adjustable...

Uatu 08-14-2008 11:28 AM

Re: Art Requests
 
SilentThief - ah yes, I forgot about that - the fighters sweep-attacking puny creatures was another combat thing that needs to be done (add to #5).

But yeah, some illusionist spells will be hard to do - but we should be able to think of some cheesy way to sort of do them :D

Manikus:

Hmm - multiple attacks are also important as well. :)

Regarding morale, I do remember creatures running away from me in Gold Box games (not sure which one(s)). Turn undead was a different creature, though, as turned undead simply disappeared (they did not flee).

manikus 08-14-2008 12:06 PM

Re: Art Requests
 
The other thing about turning undead that bothered me (besides them fleeing instead of just disappearing) is that the cleric never got any XP for it. I understand why, b/c the gold box games could only give out XP to the whole party. But, maybe there is some way round this in DC. Or, at the very least there ought to be.

SilentThief 08-14-2008 12:41 PM

Re: Art Requests
 
If they are forced to flee, then you didn't get XP for them. If the turning results in a destroy, then you would. I always thought if you "defeat" them, even without killing/destroying them; then you should get some XP.

ST

manikus 08-14-2008 12:48 PM

Re: Art Requests
 
I'm with you. :) As a DM, if one of my players successfully did something in character that was befitting of that character, they would get XP for it. In my gaming world, it was something like:
Skeleton worth 15 XP
-hack it up = 15 XP
-destroy it with turning = 15 XP
-make it flee with turning = 3-5 XP depending on the situation

SilentThief 08-14-2008 12:53 PM

Re: Art Requests
 
Sounds like a feature request...?

ST

manikus 08-14-2008 03:06 PM

Re: Art Requests
 
Quote:

Originally Posted by SilentThief (Post 1212758)
Sounds like a feature request...?

ST

I made several of those yesterday, I guess I can make a few more today. :)

manikus 09-06-2008 09:55 AM

Re: Art Requests
 
Here are some requests for small pics/portraits:

-Priest/priestess of Waukeen
-half-elf male shop worker
-gnome male curio shop owner
-stout male/female baker
-rugged human male fighter/trainer
-dwarf male weapon's clerk
-half-elf female clerk
-plump human male mayor, finely dressed
-plump halfling female innkeep
-half-elf male bartender
-human male Ranger Lord
-several older "citizens"
-several finely dressed merchants

I would also like to request some sprites. :) (Dream big, right?)

-city guard
-several finely dressed merchants (one and several recolors would be perfect)
-everyday people

:D:D:D
(As you may have guessed, these are all for my current project.)

Uatu 09-06-2008 11:05 PM

Re: Art Requests
 
Wow - that's a lot! :D I'll see what I can do...

manikus 09-06-2008 11:16 PM

Re: Art Requests
 
I have found some nice small pics by Ziroc that are pretty close to your style, but you know, not. :) They are reworks of FRUA art.
So, you can move the clerk and trainer/fighter to the bottom of the list- but they're still on the list. :D

Any help would be greatly appreciated. :D:D:D

Uatu 09-07-2008 01:29 AM

Re: Art Requests
 
Hmm - I wonder what should be standard for small pic sizes?

- Something like a passport photo? (I.e., mostly face, irrelevant on person's size)
- Like the above but with more body (torso and above)?
- Some kind of scale?
- Whatever?

manikus 09-07-2008 01:43 AM

Re: Art Requests
 
Good question. I was just trying to do something art-related for the first time in a long, long time and was wrstling with the same issue. If you know the scale of the subject, it's all about aesthetics, but if you don't know the scale, or more correctly, the audience does not know the scale of the subject, I feel obligated to show more of the subject, and maybe even objects that are 'standard' to give a scale. This was my halfling picture was set in a tavern.

Uatu 09-07-2008 02:42 AM

Re: Art Requests
 
Ah - I remember the halfling (various scales). :) (That is one good thing about 3D, you can re-render it in different sizes.)

I tend to vascillate between scales for small pics - you can see me doing one thing in one and another in the others :( (The ogre is really close-up, but there is a limit to how close you can go, especially for big monsters...)

manikus 09-07-2008 10:43 AM

Re: Art Requests
 
Plus, there is situational scale. If the orog is interacting with the party, or if it is seen from across the cave harassing a kitten, two different sizes would be called for. :)

So, I try (loosely) to categorize my small pics into portraits and everything else. The portraits are generally mid-torso and up and are roughly in scale with one another. (I should probably check my work to make sure I'm not lying. :D)

manikus 09-07-2008 07:58 PM

Re: Art Requests
 
New requests, not related to my mod project. :)

Half-Orcs
Assassins
Monks
Cavaliers
Thief-Acrobats
Illusionists

I would like small pictures/portraits, icons and sprites.
:D:D:D

I think when I'm done with the mod, I'm going to start work on a 1e Worldhack. :)

Dinonykos 09-08-2008 05:12 AM

Re: Art Requests
 
Quote:

Originally Posted by manikus (Post 1215518)
So, I try (loosely) to categorize my small pics into portraits and everything else. The portraits are generally mid-torso and up and are roughly in scale with one another.

I do it the same way. I also tried displaying the whole body, but especially in the 640x480 resolution, the face does not reveal any characteristics any more - this is certainly unsatisfying.

Uatu 09-08-2008 08:33 AM

Re: Art Requests
 
Wow - more requests! :D A 1e worldhack sounds awesome (although it should be standard, I think!)

manikus 09-08-2008 09:33 AM

Re: Art Requests
 
One of the reasons I like to work in the highest resolution (1024x768) is that I can get more detail. :)


DC is pretty much 1.5 edition. :) I want to add in Half-Orcs and the other classes.

Uatu 09-08-2008 09:48 AM

Re: Art Requests
 
Yeah - 1.5 is pretty much what I give my PCs when DMing, too :D

I never liked half-orcs that much, but as a choice they are cool.

Cavaliers, barbarians, and thief-acrobats were also sort of unnecessary, but again, as part of a 1e worldhack (perhaps), they would be cool, too.

manikus 09-08-2008 10:10 AM

Re: Art Requests
 
The interesting part about a 1e worldhack is that the only art needed would be for the missing race/classes. All of the rest will actually be hacking. So, I can start on that as soon as I finish the mod I'm working on.

Uatu 09-08-2008 10:13 AM

Re: Art Requests
 
That is true! A creator-friendly world-hack in that sense. :)

manikus 09-08-2008 10:16 AM

Re: Art Requests
 
I was doing some reading yesterday and think that adding the Half-Orc might be doable, as in adding it to the editor even. :) The classes and other rules will be a pain in the butt, though I am not afraid to wade into the code.
I have a relatively light class load this upcoming quarter and plan on working on programming outside of the classroom. I'm just going to work on C++ instead of VB. :D

SilentThief 09-08-2008 08:06 PM

Re: Art Requests
 
Quote:

Originally Posted by Uatu (Post 1215732)
Wow - more requests! :D A 1e worldhack sounds awesome (although it should be standard, I think!)

Too bad we can't do my idea (from forever ago) about rulesets, where you can select the rules to use and then make the mod :D

ST
ps, I'll prolly have to make my own "worldhack" if I want it, due to what exactly I want....

manikus 09-08-2008 08:12 PM

Re: Art Requests
 
Rulesets for 1e through3.5e I can understand how they could work (if only I had the programming skills...), but 4e, while I'm sure would be possible, I can't even imagine how. It's pretty different from the other editions. With all kinds of powers and "paragon paths" and such. Not to mention that gnomes are no longer a player character race...

Uatu 09-08-2008 08:50 PM

Re: Art Requests
 
What?! They killed the gnomes?! Geez...

manikus 09-08-2008 09:02 PM

Re: Art Requests
 
Gnomes are in the Monster Manual...what a demotion. :(

So, the classes have "Paragon Paths" which are essentially kits for each of the classes, and they do the same thing with a lot of monsters - there are now several types of griffons for example. Oh, and hobgoblins are now just a type of goblin and titans are just a "class" of giants, e.g. you can have a titan fire giant who is bigger and stronger than regular fire giants...
Plus, they made dryads into bad-ass looking monster things - humanoid might not even fit.

Uatu 09-08-2008 09:37 PM

Re: Art Requests
 
Er... dryads are supposed to be, you know, hot (and mostly unclothed). :D

I think that "Paragon Path" just sounds stupid and corny. Sigh... WHAT are they THINKING?!

So, I guess that so-called "D&D" has gone even further from its roots...

New does not necessarily mean better...

manikus 09-09-2008 01:23 AM

Re: Art Requests
 
The art is more of the 3.5 stuff. it's cool in a fantasy kind of way, but doesn't fit with what I think of as AD&D.

Another change are that there are several dinosaurs (this will make Dinonykos happy), a stegosaurus and ankylosaurus that are now some type of beast whose name I can not remember.

Uatu 09-09-2008 01:42 AM

Re: Art Requests
 
AD&D always had lots of dinosaurs! :D I hope they did not make a progression so that a stegosaurus can level up into a ankylosaurus or something like that, though...

manikus 09-09-2008 09:46 AM

Re: Art Requests
 
No, it's not like that, or like that for the other monsters, which I may have given the impression it could be.

It's more like a 6 hit die beast is this kind of dinosaur and a 9 hit die beast is this different kind of dinosaur. Same thing for the giants. Though, I suppose a titan fire giant isn't so when it's a baby....:D Now I'm starting to confuse myself. ;)


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