Open Game Art for Wyrmsun

Wyrmsun is an RTS / Grand Strategy game which features elements of mythology, history and fiction.
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Andrettin
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Open Game Art for Wyrmsun

Postby Andrettin » Mon Jan 27, 2014 5:10 am

There is some artwork available in http://www.opengameart.org which might be interesting to use in Wyrmsun. This set of items, for instance:

http://opengameart.org/sites/default/fi ... ileset.png

The items could be used for optional quests. Although, I'm not certain whether they fit the graphics style used in Wyrmsun.
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b_o
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Re: Open Game Art for Wyrmsun

Postby b_o » Mon Jan 27, 2014 8:26 am

Good find. Some of the projectiles and animated spell effects could be used. Some of the ground and wall tiles could be used as well, though some of them might still need transition tiles made. If you like the items, you can always try to adjust them slightly to match the style you are aiming for. Some of the shields might be useable as a basis for unit gfx shields. Some angles of items can be changed and given shadows so they would look better lying on the ground, or you can make an inventory system which uses stuff as is. Some of the unit body parts can also be harvested and used to make new animated units at a better angle. It's nice that it's all public domain.
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Andrettin
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Re: Open Game Art for Wyrmsun

Postby Andrettin » Mon Jan 27, 2014 9:27 pm

b_o wrote:Good find. Some of the projectiles and animated spell effects could be used. Some of the ground and wall tiles could be used as well, though some of them might still need transition tiles made. If you like the items, you can always try to adjust them slightly to match the style you are aiming for. Some of the shields might be useable as a basis for unit gfx shields. Some angles of items can be changed and given shadows so they would look better lying on the ground, or you can make an inventory system which uses stuff as is. Some of the unit body parts can also be harvested and used to make new animated units at a better angle. It's nice that it's all public domain.
Yes, the ground/wall tiles would need transitions. The tiles with the glyphs might be usable as-is, though.

About the items, what you say makes sense to me, but I'm not sure how I would go about making those slight modifications to make the items match the style more. An inventory system would probably use buttons like the axe icon for the dwarves' attack, rather than items like that, so it seems to me that these items would be better used for representation on the map. The idea of harvesting the shields and creature parts for new units sounds good.

By the way, I found some chests as well:
http://opengameart.org/content/treasure ... -and-16x16

Some of these RPG items are too large, but the book looks useful:
http://opengameart.org/content/rpg-item-set
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b_o
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Re: Open Game Art for Wyrmsun

Postby b_o » Tue Jan 28, 2014 2:39 am

The fire can also be taken from the torches and used for fire on buildings or something.

Regarding inventory, I was thinking the equipment might still function like buttons, but they wouldn't necessarily have to look like buttons, or be the same size, or be displayed on the same location of the screen. I was thinking more along the lines of something like this:
Image
...where a little body is displayed with the equipment it's wearing, though it would probably be much smaller than the one in this image considering the size of the sprites we are talking about.

I don't like the chests.
TaShadan
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Re: Open Game Art for Wyrmsun

Postby TaShadan » Wed Feb 05, 2014 1:00 am

Great project. I love WC1, WC2 and i love Wesnoth. I hope you will continue working on it.
Warcraft 2.5
http://www.moddb.com/mods/warcraft-25
a fast paced Broodwar/Warcraft2 style mod for Warcraft 3 TFT (without heroes)

http://zero.tauniverse.com/
Total Annihilation Conversion with improved graphics, controls and an additional faction.
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Andrettin
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Re: Open Game Art for Wyrmsun

Postby Andrettin » Wed Feb 05, 2014 5:36 am

TaShadan wrote:Great project. I love WC1, WC2 and i love Wesnoth. I hope you will continue working on it.
Thanks for your nice comment! Surely I'm going to continue working on it, and in fact I intend to release a new version of Wyrmsun within a week or two.
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b_o
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Re: Open Game Art for Wyrmsun

Postby b_o » Mon Dec 01, 2014 12:15 pm

These were from the set in the first post of this thread.. I converted them for use with stratagus.

dart.png
dart.png (336 Bytes) Viewed 4082 times
arrow.png
arrow.png (355 Bytes) Viewed 4082 times
woodarrow.png
woodarrow.png (358 Bytes) Viewed 4082 times
spear.png
spear.png (407 Bytes) Viewed 4082 times
magic.png
magic.png (4.5 KiB) Viewed 4082 times
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Andrettin
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Re: Open Game Art for Wyrmsun

Postby Andrettin » Mon Dec 01, 2014 7:43 pm

Very nice, thanks b_o!

That magic effect will surely come in handy when priest-type units are added to the game (for healing abilities and etc.).
snv
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Re: Open Game Art for Wyrmsun

Postby snv » Tue Apr 28, 2015 8:14 am

Hi!

Here are some potentially useful artworks I've uploaded to OGA
http://opengameart.org/content/another-rock-edit
http://opengameart.org/content/seven-kingdoms-graphics

Image

With some edits/recolorings Whispers of Avalon tilesets can serve a good replacement for the original WC2 tileset.
http://opengameart.org/users/leonard-pabin
Image


From all Stratagus projects, I love Wyrmsun, as it is not just a clone of another game, but includes a innovative features, some of them I've imagined myself (like random generation of campaigns and roguelike elements). Although your map generator algorithms still needs some of fixes, especially some reachability analysis and more alive maps (without large chunks of nothing happening). Some time ago I've wrote a map generator for Warcaft 2 myself:
https://github.com/saniv/wc2gen

it produces PUD files, but shouldn't be too hard to retarget.

I've also wrote unrelated to Stratagus Warcraft 2 re-implementation (https://github.com/saniv/symcraft/blob/ ... /wc2-4.png). Like Freecraft it is is written in Lisp, but unlike Freecraft, it doesn't use C/C++ at all (all code is in Lisp).

Good luck and keep innovating RTS genre!
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Andrettin
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Re: Open Game Art for Wyrmsun

Postby Andrettin » Tue Apr 28, 2015 11:17 pm

snv wrote:Hi!

Here are some potentially useful artworks I've uploaded to OGA
http://opengameart.org/content/another-rock-edit
http://opengameart.org/content/seven-kingdoms-graphics

Image
Thanks for modifying the rock, it looks nice, but unfortunately it's licensed under the CC-BY-SA 3.0 instead of the GPL 2.0. I mean, since graphics and code is (according to my understanding) "mere aggregation", it is legally fine to include CC-BY-SA 3.0 graphics in Wyrmsun, but it is nicer to have everything under the same license for simplicity's sake (I did include some CC-BY-SA 3.0 sound effects, but I intend to have those replaced eventually with suitable GPLv2/CC0 alternatives). I wrote a message to who posted the original graphics for the rock to see if they would be ok with a GPLv2 license. If he accepts, would that be ok for you as well? In any case, I darkened the rock a bit and removed the green pixels surrounding it, I think that makes it fit better in the game:

Image

Adding shadows would be nice too, but that would be beyond my graphical skills.
With some edits/recolorings Whispers of Avalon tilesets can serve a good replacement for the original WC2 tileset.
http://opengameart.org/users/leonard-pabin
Image
Wyrmsun already has a forest tileset, which was made with graphics by b_o and Jinn. That grass with cliffs looks good though, thanks for posting it and making those edits =) The editing and recoloring you did makes those graphics a lot more fitting with the rest of Wyrmsun's graphics than the original ones. The angle of the tiles also seems appropriate, too. The problem however is that to make use of new grass tiles is that they would need to have transitions to dirt tiles, so that they are compatible with the rest of the tilesets (and they would need a "solid" grass tile too). I think that it would also be better if the cliff's south transition didn't require two tiles, to make it equivalent with the north transition space-wise. I would like to add cliff tiles to the game eventually, as that would make maps look more realistic, and could result in interesting mechanics related to cliff height.
From all Stratagus projects, I love Wyrmsun, as it is not just a clone of another game, but includes a innovative features, some of them I've imagined myself (like random generation of campaigns and roguelike elements). Although your map generator algorithms still needs some of fixes, especially some reachability analysis and more alive maps (without large chunks of nothing happening). Some time ago I've wrote a map generator for Warcaft 2 myself:
https://github.com/saniv/wc2gen

it produces PUD files, but shouldn't be too hard to retarget.

I've also wrote unrelated to Stratagus Warcraft 2 re-implementation (https://github.com/saniv/symcraft/blob/ ... /wc2-4.png). Like Freecraft it is is written in Lisp, but unlike Freecraft, it doesn't use C/C++ at all (all code is in Lisp).

Good luck and keep innovating RTS genre!
Thanks! I really appreciate those words =)

The example map for your random map generator looks neat. I wrote my random map generation code in Lua, but I should probably move it to the executable at some point to make it faster. Implementing reachability analyses would be a good improvement as well. Did you do that for your map generator? I'm going to take a look at your code to see how you implemented the generation.

What are the advantages of using Lisp instead of C++/Lua? I'm not very familiar with it.

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