The Commander Keen Community Mod!
doomjedi
Posts: 341 Joined: Mon Jun 11, 2007 4:30 pm
Location: Israel
Post
by doomjedi » Tue Feb 02, 2010 2:58 pm
Improved the art a bit.
Those can be a good art/style base for Archeo, Lake, Canyon, Swamp, Lick Castle...
Also added Slug Village and Lick Castle:
Last edited by
doomjedi on Wed Feb 03, 2010 4:14 pm, edited 2 times in total.
Deltamatic
Posts: 163 Joined: Tue Oct 06, 2009 5:33 am
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by Deltamatic » Wed Feb 03, 2010 2:35 am
The slug village is far away from the sunset forest, so its trees can be green.
The Lick castle is divided into two levels, like so:
###
#C#
#D#
# - map tile, moat
D - drawbridge level
C - castle level
lemm
Posts: 554 Joined: Sun Jul 05, 2009 12:32 pm
Post
by lemm » Wed Feb 03, 2010 10:22 am
Update:
Masked animations are looking very likely (only a 6-byte patch!), but I still have to test it.
EDIT:
I tested it, works!
http://www.mediafire.com/?wme2jzm2bmw
Last edited by
lemm on Mon Feb 08, 2010 12:59 am, edited 1 time in total.
Tulip
Posts: 394 Joined: Mon Jun 16, 2008 2:40 pm
Location: Heidelberg, Germany
Contact:
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by Tulip » Wed Feb 03, 2010 2:29 pm
I can see that you used an orange or light brown colour for the earth holes on the right. This colour is not part of the standard keen palette.
doomjedi
Posts: 341 Joined: Mon Jun 11, 2007 4:30 pm
Location: Israel
Post
by doomjedi » Wed Feb 03, 2010 2:43 pm
Sorry...my mistake...I'll fix the spritesets.
I wonder how I missed that before....and everyone else here
doomjedi
Posts: 341 Joined: Mon Jun 11, 2007 4:30 pm
Location: Israel
Post
by doomjedi » Wed Feb 03, 2010 4:15 pm
Fixed the spritesheet
doomjedi
Posts: 341 Joined: Mon Jun 11, 2007 4:30 pm
Location: Israel
Post
by doomjedi » Sun Feb 07, 2010 3:33 pm
Map objects updated to a new palette:
doomjedi
Posts: 341 Joined: Mon Jun 11, 2007 4:30 pm
Location: Israel
Post
by doomjedi » Fri May 28, 2010 9:23 am
Started working on some Arch-Site and DeadLand ideas...
lemm
Posts: 554 Joined: Sun Jul 05, 2009 12:32 pm
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by lemm » Fri May 28, 2010 4:43 pm
woohoo more tiles!
lemm
Posts: 554 Joined: Sun Jul 05, 2009 12:32 pm
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by lemm » Sat May 29, 2010 2:04 am
The way it is now, the world map will be sort of an isometric perspective.
However, the levels will be in between vorticons and galaxy in terms of dimensional-ness. There are no tiles that run down the sides of platforms to give depth, but there is depth directly behind the platforms...
levellass
Posts: 3001 Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand
Post
by levellass » Sat May 29, 2010 2:22 am
I'm fond of that perspective, it's one of two basic perspectives in my tile tutorial. It's simpler, but almost as good as isometric and a lot less tile-intensive.