Hey guys, I'm making an action-RPG game for the PCE/TG16. Old school style (over head/top-down).
While I'm looking for some artists and people to help with the final project, I want to show off the game engine too. I have some lame-ish place holder stuffs/graphics.
Anyone interested in making some place holder graphics for this 'demoing' of the game engine? Rip/modify whatever you want.
I'll post requests of what kind of stuff I'm looking for here (and update the main thread). You'll get cred (end game credits for the finished one) for development if I end up using your stuffs in demoing/showing the game engine. These graphic assets are not final in game graphics. So you can rip and modify anything else for any other game.
Here's an example of what I have so far for player and enemy sprites:
Some specs: the game uses classic nes zelda style scrolling (screen to screen). The screen tiles are 16x16, and the screen size is 16x11. The player and regular enemies are 16x16 sized sprites. Larger enemies can be made.
What I'm looking for so far:
- items (money, crystals, etc)
- different enemies
- player sprites (different ones are fine). I was toying with the idea of having an second player option too.
- enemy projectiles (whether they fly across the screen or not; could just be spears or sword swipes)
- player projectiles (same as above)
- enemy AI ideas/designs
- player weapon/item ideas/designs. Falcom games are the influence of this homebrew, but there will be an attack button
- dungeon/cave/town/house/outside tiles as well as maps designs.
Immediate things that I need:
- status bar design
- item screen
Are you border or looking for practice, or just wanna help out? Try your hand at any of the above. Any other ideas are welcome as well.
Here's a screen shot of in game action:
^- the tiles aren't actually representative of what I want. The scale is wrong (i.e. those mountains, etc). I'm looking for something more proportional (Look at Zelda Alttp, or Legend of xanadu I, or Legend of Xanadu 2); https://www.youtube.com/watch?v=PQDUwDX2ysU
Here's some specs to abide by:
The master palette is 9bit. That means 8 shades for R/G/B elements. For editing (photoshop and such), I use RGB steps of 36. You can use the posterize function and set the levels to 8 to get the same effect/etc.
Colors per sprite (16x16) are 15 colors. The PCE has 16 subpalettes just for sprites (separate from the BG).
Colors per tile (8x8 hardware, but 16x16 for this game) is 15 colors (I'm reserving base color #0). There are 16 subpalettes for BG tiles.
There is no tile flipping on this hardware. Only sprite cells can be flipped. That means you have to manually draw any flipped tiles.
Sprites don't have to be limited to 16x16, but unless the enemy is tall or large - I'd like to keep most enemies at 16x16. I like that old school look.
For now, only 8 enemies can be defined per screen (each screen has its own set).