Skip to main content

User login

What is OpenID?
  • Log in using OpenID
  • Cancel OpenID login
  • Create new account
  • Request new password
Register
  • Home
  • Browse
    • 2D Art
    • 3D Art
    • Concept Art
    • Textures
    • Music
    • Sound Effects
    • Documents
    • Featured Tutorials
  • Submit Art
  • Collect
    • My Collections
    • Art Collections
  • Forums
  • FAQ
  • Leaderboards
    • All Time
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
    • Weekly
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
  • ❤ Donate
FLARE [ARCHIVED]

New potential art for FLARE

rubberduck
Wednesday, May 23, 2018 - 10:43
rubberduck's picture

I created some isometric buildings, tried to make them as much flare compatible as possible.

I also created these isometric crystals some weeks ago.

My plan is to create some more art that can be used in the flare game soon.

Attachments: 
Preview
buildings.png buildings.png 1.3 Mb [41 download(s)]
  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Wednesday, May 23, 2018 - 11:30
dorkster's picture

YES! The expansion I'm going to be working on has a greater focus on more populated areas, so buildings are a must-have. Not to mention that these look great on their own.

I might end up using those crystals as well.

  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Thursday, May 24, 2018 - 08:28
rubberduck's picture

currently I have so much time so I started to work on a fountain (only the bottom part is finished, the rest are just basic placeholder meshes now)

Attachments: 
Preview
fountain_wip.png fountain_wip.png 43.8 Kb [11 download(s)]
  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Saturday, May 26, 2018 - 09:22
rubberduck's picture

i finished the fountain now: https://opengameart.org/content/animated-fountain-isometric

  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Saturday, May 26, 2018 - 14:16

There is something i find most rpgs ignoring, and its kids. They dont up much but it would be nice to have a couple playing around.

  • Log in or register to post comments
sphyrth
joined 7 years 7 hours ago
Monday, May 28, 2018 - 11:31

@Danimal

Are you referring to the graphical style in relation to targeting kids? What kind of graphical style that targets kids?

  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Monday, May 28, 2018 - 11:39
dorkster's picture

@sphyrth

I think they're referring to the literal presence of children in RPGs. There are certainly RPGs with child NPCs. I can think of the Bethesda Fallouts, Skyrim, and Chrono Trigger off the top of my head, and I'm sure there are plenty more. All of Flare's NPCs are adults, so it might be worth making some models of children for areas with more civilzation.

  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Monday, May 28, 2018 - 14:08

Exactly, they dont get included to avoid virtual child abuse, Bethesda must be only one to include them, but makes them inmortal; not that it ever stopped me from chasing them down with my chainsaw knife :D.

A couple of kids would be a nice addition. Also, im making a monster model, once its ready i will consult how to contribute it.

  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Saturday, June 2, 2018 - 10:55
rubberduck's picture

i started working on a ruin tileset...

 

Attachments: 
Preview
wip_ruins.png wip_ruins.png 303.2 Kb [16 download(s)]
  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Saturday, June 2, 2018 - 11:48
dorkster's picture

@rubberduck Amazing work again. Only thing I'd ask for is that you add black to the "hidden" sides of the wall tiles. For example, we had to do this with the cave tileset to make it look better in certain cases.

  • Log in or register to post comments
AnthonyMyers
joined 13 years 1 month ago
Sunday, June 3, 2018 - 10:12
AnthonyMyers's picture

Nice work rubber duck hitting your mark on these. What's the copyright on them? Will be added to favs

http://anthonymyers.artstation.com/

  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Sunday, June 3, 2018 - 13:08
rubberduck's picture

it will be cc-by-sa 3.0 because of some other art used (includes a "tiny" bit from this, or this)

I am almost ready now...

Attachments: 
Preview
dev_prev.png dev_prev.png 153.8 Kb [14 download(s)]
  • Log in or register to post comments
Ateo88
joined 10 years 2 months ago
Monday, June 4, 2018 - 06:01

nice! you mind if I use it for one of my own personal projects?

 

___________________

My portfolio site

Flare Project thread

  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Tuesday, June 5, 2018 - 07:11

I have advanced with my model (no textures or rig yet), would it be interesting enough to get integrated into Flare? i guess it could serve as some kind of tanking monster.

 

Attachments: 
Preview
Snappa Kappa.png Snappa Kappa.png 141 Kb [3 download(s)]
Preview
Snappa Kappa2.png Snappa Kappa2.png 153.3 Kb [4 download(s)]
  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Tuesday, June 5, 2018 - 13:25
rubberduck's picture

i finished it today

 

https://opengameart.org/content/old-ruins-tileset

Attachments: 
Preview
prev_main_new.png prev_main_new.png 1.4 Mb [16 download(s)]
  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Tuesday, June 12, 2018 - 03:58
rubberduck's picture

I will create more stuff, currently I make a small break (1 - 3 weeks maybe)...

  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Sunday, July 8, 2018 - 11:14
rubberduck's picture

Update: I created some sound effects for RPGs like flare that can be used:

https://opengameart.org/content/80-cc0-rpg-sfx

In the last weeks I created some other SFX packs that can be useful too, like this.

  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Sunday, July 8, 2018 - 17:35
dorkster's picture

@rubberduck Wonderful! I definitely see us using some of those.

  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Saturday, July 14, 2018 - 12:33
rubberduck's picture

A bat model is coming soon, I just have to rig and animate it...

Attachments: 
Preview
bat_v6.png bat_v6.png 209.5 Kb [3 download(s)]
  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Sunday, July 15, 2018 - 03:14

Hello Rubberduck, since you are preparing that model, would you mind explaining in a simple way how to get it into Flare when the time comes?

  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Tuesday, July 17, 2018 - 03:39
rubberduck's picture

here it is:

https://opengameart.org/content/vampire-bat-animated

It needs to be rendered into single files first, then "converted" into a sheet. From this point I don't know how to get it into flare.

Maybe you can ask Clint Bellanger for help (I think he added most of the existing creatures into the game).

 

Edit: I changed some preview images.

Attachments: 
Preview
bat_prev_new_1.png bat_prev_new_1.png 632.1 Kb [2 download(s)]
Preview
bat_prev_new_2.png bat_prev_new_2.png 715.3 Kb [2 download(s)]
  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Tuesday, July 24, 2018 - 02:00
rubberduck's picture

This time I created some gemmed items / icons including rings, keys and a staff

https://opengameart.org/content/gemmed-items

 

and some icons based on own photos

https://opengameart.org/content/rpg-icon-base-pack

 

Attachments: 
Preview
icons_prev_comp.png icons_prev_comp.png 338.5 Kb [5 download(s)]
  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Tuesday, September 4, 2018 - 09:41
rubberduck's picture

I created some spikes that can be used as a hazard...

 

https://opengameart.org/content/isometric-spikes

Edit: note that the spikes in the preview are scaled up.

Attachments: 
Preview
spikes_main_prev.png spikes_main_prev.png 178.2 Kb [3 download(s)]
  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Monday, October 1, 2018 - 12:38
rubberduck's picture

i started working on new buildings again (2 new, one still needs textures...)

I have planned to make some more buildings in this style in the future too.

Attachments: 
Preview
house_1_small.jpg house_1_small.jpg 136.6 Kb [3 download(s)]
Preview
house_2_untextured.jpg house_2_untextured.jpg 76.5 Kb [3 download(s)]
  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Tuesday, October 2, 2018 - 12:08
rubberduck's picture

it comes soon now...

 

Attachments: 
Preview
buildings.png buildings.png 1.8 Mb [8 download(s)]
  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Tuesday, October 2, 2018 - 12:12
dorkster's picture

Really nice work as always. I like the snow-covered version.

  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Saturday, October 20, 2018 - 12:41
rubberduck's picture

i created some more medieval props again, most parts are from other CC0 submissions found here like the weapons and shields from Lucian Pavel or these containers...

I still need to render them all before uploading the pack.

Update: I finished the pack now - here it is
https://opengameart.org/content/isometric-medieval-props

 

 

Attachments: 
Preview
medieval_props.png medieval_props.png 374.7 Kb [2 download(s)]
  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Sunday, November 11, 2018 - 11:22
rubberduck's picture

I made some buildings again

https://opengameart.org/content/isometric-medieval-buildings-2

I also changed the snow shader / material a bit, so that the other building pack will be updated soon (updating the other snowy stuff is not so important, the difference is not so big there and the medieval props are already using the new material)

 

Attachments: 
Preview
prev_main_building_pack_03.png prev_main_building_pack_03.png 3.4 Mb [5 download(s)]
  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Sunday, November 18, 2018 - 03:18
rubberduck's picture

I updated this building pack now, using the same new snow shader like the last building pack. (I also found out that the fountain and the ruin tileset should be updated later...)

The attached image shows the diffrence...

Attachments: 
Preview
snow_difference.png snow_difference.png 601.9 Kb [5 download(s)]
  • Log in or register to post comments
GunChleoc
joined 11 years 5 months ago
Wednesday, December 5, 2018 - 09:35

Very nice! :)

  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Saturday, February 9, 2019 - 05:02
rubberduck's picture

I work on a new set of plants for plants. Some trees are coming later.

The preview shows them in 1x, 2x and 4x resolution compared the the tile size used in flare, for the final version I have planned to render them only in 1x and 2x resolution.

Attachments: 
Preview
plants-wip.png plants-wip.png 2.6 Mb [8 download(s)]
  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Saturday, February 9, 2019 - 07:01
dorkster's picture

Cool! Glad to see you included cattails, as I wished I had some when designing the swamp maps in the Empyrean Campaign.

  • Log in or register to post comments
fraang
joined 12 years 3 months ago
Sunday, February 10, 2019 - 15:04

Any chance to get new art assets into the FLARE game?

  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Monday, February 11, 2019 - 09:11
dorkster's picture

@fraang

I'm working on it! The first map in the new Flare content will use the ruins tileset, the medieval props, and likely the new plants (when they're done). I'm currently using Clint's modular medieval building tileset as well, but it doesn't blend well with rubberduck's new buildings. So I'll likely use rubberduck's buildings later on in another map. Since Clint's tileset doesn't have snow variants, rubberduck's buildings would be perfect for a new snow map.

  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Monday, February 11, 2019 - 11:29

Dorkster, can i ask you to create a step by step tutorial into the conversion of new assest? specially about creatures, i would like to help, but cant seem how to even start on that task.

  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Monday, February 11, 2019 - 13:00
dorkster's picture

@Danimal

I don't think I'm well suited enough to do a complete step-by-step tutorial, but here is an overview of what I know:

  1. Create and animate you model in Blender
  2. Create an invisible "Render platform" plane and parent your model to it
  3. Use a Python script to render each animaton, rotating the render platform to cover all 8 directions. It's best to look at the existing creature models in the "art_src" directory, as they include such a script.
  4. After running the script, it will create seperate images for each frame. Using ImageMagick's "montage" program can combine these into a single sprite sheet. Search the "art_src" directory for "montage.txt" as an example. You'll need to change the dimensions to fit your images.
  5. Now that you have a complete sprite sheet, you'll need to create an Animation Definition that Flare can understand. Examples can be found in the "art_src/animation_defs" directory.

The only way I could make a better tutorial would be to embark on creating a creature from start to finish while documenting the process. This might be something I try to tackle, since we'll want to keep up the enemy variety as the game expands. However, my main focus right now is creating new maps.

Also, I realize I didn't comment on your "Snappa Kappa" creature that you posted. I'm not sure how well it would fit with other Flare assets. Maybe it could live among the goblins? Both creatures have similar "beady" eyes and green skin.

  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Monday, February 11, 2019 - 15:16

Thanks, thats is some nice explanation, once i get some free time ill try to tackle one easy creature.

Also, how does hero equipment graphics work? that seems like it would be the easiest to do,  just a few new shields and armors could give far more visual variety. Is the process like the explained before or more simple?.

As for my model, i still have to finish it, but i see it like a intelligent swamp/river dwelling creature, could even have their own little muddy village to visit; and would be pretty tanky opposed to goblins. Just speculations for now...

  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Monday, February 11, 2019 - 18:06
dorkster's picture

Hero equipment is done the same way. But if it's not obvious, keep in mind that the rigging should match similar pieces of equipment.

  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Tuesday, February 12, 2019 - 09:30

Im writing some kind of a hands on experience with the assets here, so bear with me, it migth be useful for someone else besides me:

 

Is it enough to render just one piece? i saw there are full sets rendered.

I cant find art_src images you mention on github or the game folder; i tried downloading the base models here at OGA, everything goes well until the moment i run the phyton script:

"importerror no module named blender"

I guess this due to being run on modern blender with newer versions? <-- Confirmed, error due to old version. Can it be made to work somehow? Edit -> pasting the script found in the newer version properly renders everything

 

Found art_src ---> https://github.com/flareteam/flare-game/tree/master/art_src

Trying to test with minotaur, i run scrip, it makes all sprites but just for current animation, the result is always called Deathxxxx (X is some numbers) Are the rest of weapons and armor not included in this folder?

 

  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Tuesday, February 12, 2019 - 10:21
dorkster's picture

What version of Blender are you using? I recall using the scripts on older versions without issue. If you're trying to run the script outside of Blender, that may be the issue. I've attached a screenshot showing how to run the script from within Blender.

The equipment files are in:

  • art_src/characters/hero/
  • art_src/characters/heroine/

 

Attachments: 
Preview
Screenshot_2019-02-12_13-17-11.jpg Screenshot_2019-02-12_13-17-11.jpg 251.1 Kb [1 download(s)]
  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Tuesday, February 12, 2019 - 10:27

Is there a way to make all included animations to be rendered into sprites in one go? minotaur seems to require rendering per each different animation (attack, idle...)?

 

Looking at the others minotaur seem to be the only one with separated animations intead of a "long strip"

  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Tuesday, February 12, 2019 - 10:33
dorkster's picture

The minotaur in particular is different from many of the other animations. For the minotaur, Clint made each animation a separate action, so I think you need to render each animation individually. If you look at others like the cloth gloves in my above screenshot, all the animations are on the same timeline, so Blender treats it as one big animation.

(Edit: I see you got it.)

  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Tuesday, February 12, 2019 - 10:45

im wondering, the frames seem too low  overall, i think there was sometime a drive to redo it all with more frames rendered? i guess rendering something with more quality would stick too much now...

  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Tuesday, February 12, 2019 - 10:50
dorkster's picture

You'd have to ask Clint about his choices in animation frame count, but I suspect one reason was to keep the sprite sheets from becoming too bloated. Also, Flare used to be capped at 30 frames per second, so the animation frame rate was a bit closer to the game back then.

But you're right, improving the animations would be a heafty amount of work now.

  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Tuesday, February 12, 2019 - 11:53

So, i managed to "Montage" a modified buckler, using this instrucion i found at the heroes folder:

montage -background "transparent" -geometry 128x128 -tile 32x8 *.png sprites.png

Im posting the result below, i tried to replace the original, but its spriteheet is very different, and it only shows in a single frame. What else am i missing?

Attachments: 
Preview
sprites.png sprites.png 308.6 Kb [16 download(s)]
  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Tuesday, February 12, 2019 - 12:08
dorkster's picture

You created an unpacked animation, so you need to use an unpacked animation definition. Assuming you're replacing the male buckler, copy:

art_src/animation_defs/characters/hero.txt

to...

mods/fantasycore/animations/avatar/male/buckler.txt

Then change the "image" line in buckler.txt to:

image=images/avatar/male/buckler.png

  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Tuesday, February 12, 2019 - 14:12

Yes :) its working well now, but i suppose the packed versions are better? how can i create them? do i need to hand input all that data into the def file?

  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Tuesday, February 12, 2019 - 14:46
dorkster's picture

Packed versions use less disk space (and thus less memory) than unpacked. Since packed animation definitions are more complex, packing is generally saved until you're ready to ship the game/mod.

We have a tool for packing Flare animation definitions that can be found here: https://github.com/dorkster/RectangleBinPack

To use it:

  1. Compile the program in "bestEnclosingRect" by running make
  2. In the "flare" folder, run the Python 2 script: ./spritesheetpacker --mod ../../flare-game/mods/fantasycore --animation ../../flare-game/mods/fantasycore/animations/avatar/male/buckler.txt
  • Log in or register to post comments
rubberduck
joined 11 years 6 months ago
Wednesday, February 13, 2019 - 11:02
rubberduck's picture

I finished the plant pack now: https://opengameart.org/content/isometric-plant-pack

And I really would like to see a map with the new content (best with some new plants too).

 

Attachments: 
Preview
plants_prev.png plants_prev.png 709.4 Kb [4 download(s)]
  • Log in or register to post comments
dorkster
joined 12 years 10 months ago
Wednesday, February 13, 2019 - 11:18
dorkster's picture

@rubberduck Thanks. I look forward to using those.

By the way, here's a teaser of some of the new assets in the new map. The map itself is 256x256, which is more than double the width and height of the current flare-game maps. The attached screenshots show what will be the major points of interest.

Attachments: 
Preview
teaser.jpg teaser.jpg 522.7 Kb [13 download(s)]
  • Log in or register to post comments
Danimal
joined 14 years 9 months ago
Saturday, February 16, 2019 - 01:21

is cc-by-sa an acceptable license for Flare?, i found a few nice models and the most restrictive is CC-by-sa. Whats you posture about that?

  • Log in or register to post comments

Pages

  • 1
  • 2
  • next ›
  • last »