
Just something I was fooling with. It's Game Boy resolution, scaled up by a factor of two. This is a different setting from Tessera; it's mostly card-suit-based, and deliberately game-y at the expense of realism. The sort of place where characters can crack fourth-wall jokes. Everyone is at most half human; the five standard races are centaur, faun, merfolk, sphinx, and - like this guy - harpy.
Everything in this screenshot is custom-made, pixel by pixel - the font, the borders, and the sprite. There's no actual engine coded for this yet, but I've been messing with Pygame lately and it seems pretty easy to use (also cross-platform and easier to get something running under than Java/Slick).
I've discovered that I'm much better at designing settings and programming game engines than actually following through and finishing games. I need help, in the form of sprite animators, musicians, writers, and web designers. I want to collaborate and make something amazing together.
Everything in this screenshot is custom-made, pixel by pixel - the font, the borders, and the sprite. There's no actual engine coded for this yet, but I've been messing with Pygame lately and it seems pretty easy to use (also cross-platform and easier to get something running under than Java/Slick).
I've discovered that I'm much better at designing settings and programming game engines than actually following through and finishing games. I need help, in the form of sprite animators, musicians, writers, and web designers. I want to collaborate and make something amazing together.
Category All / Miscellaneous
Species Unspecified / Any
Size 320 x 288px
File Size 3.3 kB
That would depend on the rendering method.
With HTML (possibly least recommended for onything other than UIs) rendering, it can be either by setting the absolute position, a CSS transform or by setting the scroll value
With SVG (best for smooth graphics that doesn't need manually transforming graphics) you'd be using a SVG transform
With canvas (best for retro graphics or when you might need manual transformations) it's up to your own rendering techniques.
With HTML (possibly least recommended for onything other than UIs) rendering, it can be either by setting the absolute position, a CSS transform or by setting the scroll value
With SVG (best for smooth graphics that doesn't need manually transforming graphics) you'd be using a SVG transform
With canvas (best for retro graphics or when you might need manual transformations) it's up to your own rendering techniques.
Go right ahead. I should explain a bit more about what all the symbols mean (and this is a good enough excuse to do so):
The 5-crown thing is Argos's level and class; classes in this setting are all symbolized by card suits (heart, spade, club, diamond, sword, wand, cup, coin, crown, anchor, and star, with possibly others added later). Below his HP and SP (skill points) is a row of placeholder dots for status conditions (Argos currently has none), and then below that is an Inherent Trait - being a harpy, Argos has wings and ignores most types of terrain. Inherent traits aren't affected by anything that would mess with his ability to use skills; they're there on the character permanently.
Equipment is mostly self-explanatory, although the 'star' symbol there just means 'miscellaneous accessory'. As for the symbols under Skills, upward-pointing triangles are "active", meaning they can be used as commands, downward-pointing triangles are "reactive", which means they automatically trigger on specific conditions, and diamonds are "passive", which means they're just always on.
The 5-crown thing is Argos's level and class; classes in this setting are all symbolized by card suits (heart, spade, club, diamond, sword, wand, cup, coin, crown, anchor, and star, with possibly others added later). Below his HP and SP (skill points) is a row of placeholder dots for status conditions (Argos currently has none), and then below that is an Inherent Trait - being a harpy, Argos has wings and ignores most types of terrain. Inherent traits aren't affected by anything that would mess with his ability to use skills; they're there on the character permanently.
Equipment is mostly self-explanatory, although the 'star' symbol there just means 'miscellaneous accessory'. As for the symbols under Skills, upward-pointing triangles are "active", meaning they can be used as commands, downward-pointing triangles are "reactive", which means they automatically trigger on specific conditions, and diamonds are "passive", which means they're just always on.
Yeah, there are; I accidentally left those out. They should be fairly small, though. This is the kind of system where 10 is a huge amount of HP to have, and a typical attack will do 1 or 2.
If you give me things to fill out all of the blanks, I've got a program working now to render these things. I'd be glad to try it out on you (Four Arms as the passive?), although you'll have to supply your own 16x16 sprite.
If you give me things to fill out all of the blanks, I've got a program working now to render these things. I'd be glad to try it out on you (Four Arms as the passive?), although you'll have to supply your own 16x16 sprite.
Comments