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Viewing 12 posts - 16 through 27 (of 27 total)
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  • in reply to: Texture Pack #5883
    Corran Horn
    Participant

    I’ve finished the wood and mud walls.

    However, this has brought up a bit of a problem with the way buildings are rendered and I’m wondering if you’d consider a small change. The edges of buildings currently come up directly against the grass, with no transition.

    In some towns there is a buffer of mud around the buildings that transitions into grass.

    But, the grass texture still cuts into the buildings in some places, which causes weird transitions. If all of the buildings had a buffer of mud around them, or just had grass transitions on their edges it would help a great deal.

    I realize that this issue is more pronounced because of the way that I’ve decided to render walls, and I don’t want to ask for anything that would negatively impact the default appearance. I’d love to hear your thoughts on this.

    -Z

    in reply to: Texture Pack #5875
    Corran Horn
    Participant

    Castle Album

    I finished up the castle walls last night and made some adjustments to my basic claimed and unclaimed floor tiles. I should just have magma, mud walls, roads, standard walls and wood walls left. Then just tweaking things to make it all work together and feel more consistent across the board.

    -Z

    in reply to: Texture Pack #5870
    Corran Horn
    Participant

    KeeperRL Texture Pack Dec 25 2016

    Here is the current version of my texture pack, if anyone would like to give it a shot. It’s about 90% complete at this point, so I would really appreciate any feedback as I finish up the last parts.

    Thanks,

    -Z

    P.S. Make sure you back up the default folders before replacing them with these. On OSX the folders are found in /Users/User/Library/Application Support/Steam/SteamApps/common/KeeperRL. I don’t know what the path is on PC.

    • This reply was modified 7 years, 4 months ago by Corran Horn.
    in reply to: Texture Pack #5867
    Corran Horn
    Participant

    Finished up the title screen.

    title screen

    • This reply was modified 7 years, 4 months ago by Corran Horn.
    in reply to: Texture Pack #5835
    Corran Horn
    Participant

    Yeah, I’m mostly trying to work out a good color/value scheme right now, though it’s a bit too “glossy,” which can be distracting. It’s a lot easier to iterate through different color schemes without textures, though. Once I’m happy with that I think that adding a subtle texture will help subdue the UI. This is where I am now. I’m much happier with the feel of it.

    in reply to: Texture Pack #5831
    Corran Horn
    Participant

    UI album

    I just wanted to share the progress I’ve made with the UI. I’ve had some ideas for possible improvements/changes that I’d like to propose, so I’m going to work on putting that together next.

    Again, love the game and I thank you for making it in a way that is so open to this kind of modification.

    in reply to: Texture Pack #5829
    Corran Horn
    Participant

    Yeah, it happens however I close out of the game. Whether I close out through the menu, or Cmd+Q out. If I’m in windowed mode it doesn’t have the extra desktop problem. I’m not exactly sure how OSX handles full-screen modes, but it seems to use the multi-desktop functionality, which isn’t closing out properly.

    I’m glad you like the pack. As for reloading, it’s mostly the UI that would be nice to reload. The sprites are easy enough to design out of game. The UI takes a lot more work going back and forth.

    in reply to: Texture Pack #5825
    Corran Horn
    Participant

    Hey Michal,

    I’m just wondering if it would be possible/easy to incorporate some kind of functionality to reload the UI. Perhaps through a console command? It would make iterating through UI changes much easier.

    I’m currently on OSX El Capitan (10.11.6), and when I close out of the game it doesn’t fully terminate. The process quits but it remains in the dock and as it’s own desktop. It also tends to eat inputs (mostly mouse clicks) until I force quit the “launchservicesd” and “Dock” services, in that order, as well as closing the “keeper” desktop. This occurred before I’d made any changes to game assets and is very consistent, but may be an issue with my OSX because my laptop is fairly old and I’ve started to encounter other issues as well. I tried reinstalling OSX, but it didn’t change anything.

    Anyway, every time I reload the game it creates another instance of the game in the dock/desktops. It’s not a problem for normal gameplay, but constantly reloading the game to test the UI makes it a bit of a pain.

    Album

    in reply to: Texture Pack #5819
    Corran Horn
    Participant

    @BasTesterink: Oh, I know that. What I was referring to is the key.png file in orig16. The locked door has its own sprite in orig24 (locked_door.png). My point was just that keys could have an interesting use in game by giving players a way to set up little adventures in their dungeons, kinda like adventure mode in minecraft.

    in reply to: Texture Pack #5813
    Corran Horn
    Participant

    Yeah, I was thinking more along the lines of changing the wrapping graphics/icons. I assume all of the text fonts and colors as well as the solid backgrounds are hard coded.

    One thing I would be particularly interested in reworking a little bit more is the map screen. I could do a mock-up of what I’d want to do with it.

    in reply to: Texture Pack #5809
    Corran Horn
    Participant

    Thanks Michal.

    Yes, everything is original work. I’ve made it through about 75% of the files so far. I’m currently an art/design student and the quarter is just wrapping up, so I’ll have a few weeks with nothing to do, so I shouldn’t have any trouble getting through the rest. I haven’t really touched the UI at all yet, so that’s probably the biggest part left. All but a couple of creatures are done (though I would like to go back and redo some), all items and nearly all furniture objects are done.

    One thing I’ve noticed was that there’s a key sprite, but I don’t believe it’s used in the game. This could be a cool tool to create interesting adventure-style dungeons for people to explore. If you could acquire a key to lock part of your dungeon, then hide the key somewhere so that people would have to find it to get to your hidden loot. It could spice up some of the retired dungeons. It could also be nice to have a small description to include with your retired dungeon to give people an idea of what to expect.

    I also think that it could be cool to have allies visit your dungeon from time to time as well. Perhaps they could also make requests of the player, such as defeating a dragon that’s been pillaging their region. Maybe there’s some ultimate boss that can only be summoned once all of the main villains and lesser villains have been defeated, and a series of artifacts are acquired by completing tasks for your allies. This boss could even be multi-tile. It could require a summoning room of sufficient size. I’m thinking of the Kraken as a potential, which could require a body of water to spawn and could have multiple parts. Perhaps a beholder, or necromancer lord who summons a horde of skeletons and zombies.

    Anyway, these are just some more ideas I’ve been thinking about. As for the texture pack, I think I’ll put together a more comprehensive post of my progress and artwork for feedback.

    Thanks again.

    in reply to: Error uploading file #5648
    Corran Horn
    Participant

    I’m having issues as well. Alpha 20 on OSX 10.11.6 (El Capitan)
    I get “Error parsing save file.”

    Error parsing save file

    • This reply was modified 7 years, 5 months ago by Corran Horn.
    • This reply was modified 7 years, 5 months ago by Corran Horn.
Viewing 12 posts - 16 through 27 (of 27 total)