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FLARE [ARCHIVED]

I want to contribute (isometric graphics)

rubberduck
Friday, November 29, 2013 - 01:41
rubberduck's picture

last week i submitted three isometric packs:

http://opengameart.org/content/more-isometric-parts

http://opengameart.org/content/free-isometric-plants-pack

http://opengameart.org/content/free-isometric-ruins

they are all cc0, with blend-file and basic-tile-size is 64x32.

i also found a "wish-list" here: https://github.com/clintbellanger/flare-game/issues/15

 

in the next step i want to put some more 3d-models into a blend to make isometric graphics.

(now there are some non-cc0)

http://opengameart.org/content/tower-0

http://opengameart.org/content/windmill-1

http://opengameart.org/content/trashbox

http://opengameart.org/content/barricade

http://opengameart.org/content/izchaks-torches

http://opengameart.org/content/wooden-box-open

http://opengameart.org/content/mortis-and-tenon-table

http://opengameart.org/content/knight-lying

http://opengameart.org/content/knight-statue

http://opengameart.org/content/demon-statue

http://opengameart.org/content/tomb

http://opengameart.org/content/stone-jar

http://opengameart.org/content/netted-jar

 

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ryan.dansie
joined 12 years 2 months ago
Friday, November 29, 2013 - 12:38
ryan.dansie's picture

Nice work submitted so far. A slight problem with them is the shadow direction. If you look at any of the existing flare artwork, you will notice that the shadows are pointing slightly north easterly.

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Stefan Beller
joined 13 years 1 month ago
Friday, November 29, 2013 - 22:12

While most of the project is documented so far (engine, how to blender, how to do maps, story etc), this part is not yet documented.

Specially the light settings and setup for color, brightness. This was always done by Clint himself, 'until it is good enough' (for Clints standards), so I guess only Clint himself can give advice here. Let's summon him into this thread. :)

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rubberduck
joined 11 years 6 months ago
Saturday, November 30, 2013 - 03:25
rubberduck's picture

i have uploaded another one: (this is not cc0, because of used 3d-model)

http://opengameart.org/content/isometric-parts-2

it contains a blend-file, so you easily can change size of the objects, textures or lighting

i have the preview here too

Attachments: 
Preview
isometric-parts-2-prev.png isometric-parts-2-prev.png 159.4 Kb [11 download(s)]
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Clint Bellanger
joined 15 years 7 months ago
Saturday, November 30, 2013 - 08:55
Clint Bellanger's picture

rubberduck, the props look good. That second set has lights that are close enough to match current Flare tile sets.

As I'm preparing for the full game I'll be releasing big updates to the tile sets, depending on the pieces I need to finish up the game. It'll take some planning so that the tile sets are usable and not a mess of parts in random order. But likely I'll be able to use lots of existing assets like the ones you're posting. I'll start up a discussion when I'm ready to start planning out the sets.

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Danimal
joined 14 years 9 months ago
Saturday, November 30, 2013 - 10:05

Rubberduck i still have planned a few other props to be used on this, ill contact you once they are done since im no good at turning them isometric. Basically its a dude wrapped in spidersilk (standing, on the ground and chest busted - expect terror poses), on that note, Clint,  can we make a wink to alien and have trapped guys have bugs burst out from them?

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Clint Bellanger
joined 15 years 7 months ago
Saturday, November 30, 2013 - 10:14
Clint Bellanger's picture

Yes, stuff like egg sacs and wrapped humans are good for spawning spider hatchlings.

That can be done as an event - clicking causes the tile to change to "bursted" and spawns enemies. It can also be done as an enemy itself -- you can cause damage to it to disable it (maybe stop it from continually spawning), or it could spawn hatchlings once you cause enough damage to kill it. Or both.

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Danimal
joined 14 years 9 months ago
Saturday, November 30, 2013 - 13:14

I think egg sacks should be endless generators, but bodies should just produce them once (a lot of them bursting out at once) just by getting near them, this could cause some potentialy good moments.

Just imaginate, the character enters one room, the door closes behind you, and you have to walk to pick up a ritual dagger from an altar in the middle of the room, and just when you do it all corpses burst out at the same time (you are fucked up baby) kill or die to get out of the room.

If you dont make the wrapped corpses an enemy but a decoration (so players dont see a hp bar while hovering it with the mouse), you can script them so not all of them burst, so the player is totally uncertain which of them is "charged" or not. It would even be possible to create an enemy "parasited human", some kind of walking eggsack that hints at having been human and spawns constantly bugs at you.

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Clint Bellanger
joined 15 years 7 months ago
Saturday, November 30, 2013 - 13:29
Clint Bellanger's picture

Sounds just right! I have some caves areas planned with an antlion queen nest, this kind of thing would be perfect.

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rubberduck
joined 11 years 6 months ago
Monday, December 2, 2013 - 11:14
rubberduck's picture

i made crystals and pits for your cave-tileset:

http://opengameart.org/content/free-isometric-cave-extras

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