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Harrvah Capital Art Requirements

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Roots
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Harrvah Capital Art Requirements

Post by Roots » Mon Jan 07, 2013 12:12 am

Tilesets currently used by this map. Last Update: February 12th 2015.

Desert Town
http://sourceforge.net/p/allacrost/code ... ground.png
http://sourceforge.net/p/allacrost/code ... terior.png
http://sourceforge.net/p/allacrost/code ... veyard.png
http://sourceforge.net/p/allacrost/code ... market.png

Desert Home
http://sourceforge.net/p/allacrost/code ... terior.png
http://sourceforge.net/p/allacrost/code ... terior.png
http://sourceforge.net/p/allacrost/code ... cts_01.png
http://sourceforge.net/p/allacrost/code ... cts_02.png

Castle
http://sourceforge.net/p/allacrost/code ... ior_01.png
http://sourceforge.net/p/allacrost/code ... ior_01.png
http://sourceforge.net/p/allacrost/code ... ior_02.png
(Greatly needed: castle interior tileset)

--------------------

Screenshots of current map state. Last updated: February 9th, 2015.

http://imgur.com/a/ttfGE

--------------------

Missing/Needed Artwork to Complete This Map. Last updated: February 11th, 2015.

Below is a more detailed requirements list than what is available on the Roadmap.

Most Important
  • We need interior walls for the house interior tileset so that we can create rooms within the houses
  • We need improved stairs that look like they belong and aren't "pasted to the floor".
  • The house interior walls need some work. There are clear visual errors when trying to combine different wall tiles. We need these to be made repeatable. Also the right wall tiles would be better if they were directly on the edge of the tile instead of in the middle (compare right and left walls...there's always a half-tile of empty space on the right wall because I can't put anything there
  • Chairs - we have no chairs for either the outside or inside. There's some in the mountain house tileset we could use if necessary, but I'd rather seek a new chair style than re-use one from an existing tileset
  • I don't have anything to make the passage way that crosses the chasm and connects the two castles. We need small columns (only have a large one available), a floor, and ceiling for this area.
  • We have almost nothing for the throne room. We need a throne, nice large windows, columns, banners, statues, etc.
  • We're missing some of the barriers for the nice stone area right outside the front doors of the castle.
  • We need artwork to convey the destruction and chaos when the town is attacked. Small fires, broken crates, and so on. A lot of this work is variations of existing art.
Important
  • Roofs of houses need improvement. The "pot" doesn't make any sense, nor does the vegetation. Would like to see a new roof tile pattern used here.
  • Front wall of houses need to have those window slits removed by having a version of the stone wall without them.
  • The front roof of the houses are not truly tilable. Look closely at the roofs to see what I mean. There's visual glitches there. These need to be made repeatable. The side roofs have this problem too, but it's less noticeable there.
  • (Signs are completed) We need some decorations we can add to the front of houses. Specifically, an inn sign (bed icon), weapon sign, and item sign. We have some glass windows, but other touches would be nice to have.
  • The grass in the park area of town is way too lush and green for it's environment. We need to tone down the green and the amount of leafage.
  • We have no interior tilesets for this castle. :help: In the meanwhile I'll be re-using the desert house interior (which looks nice enough it may as well fit the castle). We can get by without having interior tiles specifically for the castle, but I'd prefer we had something for it.
  • The cliff faces that the castle sits upon could really use some extra tiles. Right now it feels much too "blocky" because we have little to work with and little variation. Things like scattered rocks and non-rectangular features would go a long way.
  • I'd really like to see a larger door (2+ tiles wide) to get in to the castle. I don't like using the smaller doors you see there for the bottom level.
Least Important
  • Would like to have a variation of the bench that is vertical instead of horizontal (you can see the bench outside numerous homes in the map)
  • Need some more fence and garden/plot tiles so we can create more interesting farming areas
  • Would be nice to have a version of the bed that was horizontal and not vertical
  • (COMPLETED) Need a version of the table that does not have books, etc already scattered on it
  • The shadows for some of the cart stalls in the market need to be addressed. There's also a dead tree with a shadow that needs to be changed or removed (part of the shadow is on an sky layer tile)
  • (COMPLETED) I'd really like to have some graves/tombstones to add a graveyard
  • While the front or back-facing walls have nice little features (the "sawteeth" for example), the side walls have nothing of the sort. We need to create some variations for the side wall tiles so we can see the same features used there.
  • The roof areas of the castle are pretty plain right now. We need features to make them more interesting. I can reuse the barrels and crates from the town, but I'd like to see some unique objects here as well. Maybe stone pedestals, ropes, flags, etc.

-------------------- Original Post Below --------------------

This is one of the most important pieces of artwork to make for the module 01 release so I thought I'd go ahead and make a topic about it.

I am planning to personally do what I can to make something usable so that we can construct these maps. If you recall, a couple years ago I worked a little bit on this:

http://opengameart.org/content/castle-exterior-tiles

I intend to get started on this tileset this week, and I already made a great discovery. A couple years ago I requested castle tileset art on OGA for us to use, and it looks like a kind soul just gave us an incredible head start. :D So my first order of business will be to take what we can use from this and put it into our own tilesets (we can't really use large bodies of water, since the town is supposed to be suffering a severe drought).

http://opengameart.org/content/castle-tiles-for-rpgs

For now, I'm planning to add some features that we will need for the town. Market stalls, a fountain/well, debris, and so on. Once I feel comfortable that we have most of what we need for the town, I'll move on to the castle. Hopefully by that point a real artist will be around to help out with that. :angel:
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Re: Harrvah Castle/Town Tileset

Post by Roots » Mon Jan 07, 2013 7:56 pm

http://sourceforge.net/p/allacrost/code ... market.png

Boom, here's our market. Should have most of what we need here. May want to add some rugs, stalls that are oriented to the side, and jewellery to this tileset as well. It could also use some fine tuning on the artwork style, as it's a little bit too cartoonish and doesn't completely mesh with our darker, more mature art style. Still, this is more than enough for us to be able to build a market for the town as it currently stands. :approve:
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Re: Harrvah Castle/Town Tileset

Post by Zabin » Tue Jan 08, 2013 12:18 am

Hey Roots,

I'm glad you came across my Castle on OGA. I was going to post on this forum to call your attention to it sooner but I keep getting distracted doing other things ;)

I really love the high quality assets you have on HOA. So much so I've taken up pixel art to help you guys complete the assets you need to make your games (HOA and Bertram's VT). I wouldn't necessarily say I'm a real pixel artist (only been practising a few months) but when I complete something Jetrel made and it looks like he made it, I feel pretty good about my pixel skills.

Keep an eye on my submissions to OGA because I'm organizing these tile-sets mainly to help you and Bertram, I am also tinkering around with my own game which helps inspire me to do this kind of art.

Just to let you know what I'm working on ATM: I've finished Jetrel's cobble stone path that you could see he started in his wood_tileset. I've already made 6 recolorations of it to give plenty of variety. I am organizing it all in 512x512 sized tilesets and I'll upload it to OGA soon (I like to try to fill the tileset before submitting). This one will be CC BY SA and might include a pretty lengthy attribution ;)
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Re: Harrvah Castle/Town Tileset

Post by Roots » Tue Jan 08, 2013 2:42 am

:bow: Yes, thank you so much. You have no idea how much you have helped us already. I was worried about having to sit around and wait a long time for us to get the artwork we need for our castle/town tileset, but thanks in large part to you and the others that have contributed at OGA, I'd say we just leaped about 3 months forward. :twitch: I spent a lot of time yesterday picking your artwork and assembling it into our own tileset organizations and I'm just amazed at how good some of this stuff looks. I/we will definitely keep up with your submissions on OGA, and I've been reading through your project/blog as well. I hope you can also use some of our artwork as well. :approve:
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Re: Harrvah Castle/Town Tileset

Post by Roots » Tue Jan 08, 2013 2:57 am

Regarding this tileset: http://sourceforge.net/p/allacrost/code ... terior.png

I realize that it doesn't really look like it belongs in a desert (because it wasn't designed to). Particularly regarding the lush grass. I think this can easily be modified to make dry/brown grass, or the grass could be removed entirely and replaced with another form of ground. But let's use it as-is for now, and we can make modifications to it later (and the grass can be re-used in a future part of the game).

I'm going to work on the town wall next. It still has a lot of improvements to be made and it needs additional tiles (particularly sides to the wall, and corners). Seeing a lot of the recent artwork that has been added has given me some ideas and inspiration, so hopefully I can make something that doesn't suck too much. ;)
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Re: Harrvah Castle/Town Tileset

Post by Zabin » Tue Jan 08, 2013 7:05 am

I might look into helping with some re-colorations on that tile-set to match the desert theme.

Since I'm helping you and Bertram get tiles into your games, I've looked over both games (HOA and VT) license files to make sure you guys got everything correct. Bertram has done a fantastic job naming each and every item in a tile-set that isn't part of the main license for the majority tiles. I have found 1 mistake in his license file and I'll email him about that soon.

Here's a copy of his water_tileset license info "img/tilesets/water_tileset.png CC by SA 3.0/GPLv2 From C. Nilsson for the water lilies with transparent background (OGA/CC by SA 3.0) + LPC Team for the water lights (OGA/CC by SA 3.0), Leonard Pabin (Len) GPLv2 for the stones, the water original tiles, and the water lili with a dark blue background + Bertram's small variations."

See how he has 2 licenses in the same tile-set and identify's each and every object's license. When using CC BY licensed art you have to give credit to the author's as I'm sure you know. I just found some item's in your outdoor_market that needs better license clarification. Here's a copy of your license info

"img/tilesets/outdoor_market.png CC-BY-SA 3.0 Daniel Eddeland (Daneeklu) and Joshua Taylor, [OGA]"

Here's my suggestion to identify the object's and properly attribute the artists.

"img/tilesets/outdoor_market.png CC-BY-SA 3.0/ CC-BY 3.0 Daniel Eddeland (Daneeklu OGA CC-BY-SA 3.0), Joshua Taylor (C-BY-SA 3.0), Zabin's market (OGA CC-BY 3.0), Hyptosis' market stalls, anvil, light, lantern, sack, bottles, cutting board, and cutting board with fruit (OGA CC-BY 3.0)"

I'm pretty sure that's everything and if you add that suggestion you should be good :approve:
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Re: Harrvah Castle/Town Tileset

Post by Roots » Tue Jan 08, 2013 1:17 pm

Yes, he did do an excellent job. We're following his example. There are still a lot of additional works to mark and I will eventually get around to updating our licenses file to provide appropriate credit. I'll add your accreditation request, thanks.
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Re: Harrvah Castle/Town Tileset

Post by Zabin » Tue Jan 08, 2013 9:31 pm

Just wanted to make sure ;) I've actually been slacking off pushing stuff to my game's git website because I'm still trying to finish my license file. Thanks for your approval on using some of your artwork. I perfer nice graphics even though my game is so old the new graphics look out of place with the ancient looking GUI. A couple months ago I got word from a old Java developer of the game who said he was going to host/work on code to modernize the game. Unfortunately his Dusk forums are down ATM and I haven't herd from him since. Sorry for rambling on about my game but back on topic.

Castle Exterior
http://sourceforge.net/p/allacrost/code ... ior_01.png

I really like the wall bricks (GPL) in the upper-left corner of that Castle tileset. I've seen them on OGA before. Just so you know I was planning on re-working my Castle tiles to use those bricks so there could be a (GPL) Castle tile-set available to the open-source community :)

I've offered to do that for The Mana World but no-body seems to be interested in having a Castle in TMW. Here's the link where I offered my contribution but no-one is interested.

http://forums.themanaworld.org/viewtopi ... 4&start=75
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Re: Harrvah Castle/Town Tileset

Post by Roots » Tue Jan 08, 2013 9:54 pm

Yeah, I wish I could offer to help out but I don't have enough time to work on this project, so working on others is pretty much out of the question. At least for now.

Jetryl made those wall tiles that you are referring to. And yes, they are most excellent.

Is TMW still active? It seems that they've been taking a break for about half a year or so, or are otherwise not working on anything. So I'm not surprised that your recent post got no response.

By the way, one of the things I'm planning to do is to take that bridge in your castle tileset example and make some modifications to it so that it's not under water. Our castle is designed in such a way that there are two large towers on the ends with a sort of bridge/walkway connecting the two. You can see what I mean in this image:

Image

I think that bridge would serve us well as that walkway crossing.
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Re: Harrvah Castle/Town Tileset

Post by Roots » Fri Jan 11, 2013 4:54 pm

I've been browsing through that thread on the Mana World Forums that Zabin pointed out and found these tilesets:

Image Image

This style is a lot closer to the visual concept that I originally had for Harrvah castle than Zabin's tileset. And I was also planning to use, the bridge from Zabin's tileset, which follows the same style as this artwork (because it has the same source), so I think it just makes more sense to use this tileset for Harrvah for now. We can still make use of Zabin's castle tiles too of course, but I think they will have to wait to be used until the castle in the neighboring kingdom is reached. Although I might pick some pieces out of it and stick it into this tileset. For example, I love the banners in Zabin's tileset much more than the banners in this one.

I also found the blog of one of the guys who worked on putting this tileset together, and he documents his process and shares some techniques that he used. Very cool stuff.

http://mruk.wordpress.com/


So I am going to start picking apart this tileset and formatting it according to our needs over the next few days. I'll make it apparent that the tilesets belong together so that we don't get them confused with other castle tilests (ie, call them castle_greystone_exterior_01.png and such). And I'll add a few edits as well, such as removing the grass and replacing it with rock. I think that with everything available here, we should have nearly everything we need to produce a complete and awesome looking castle exterior. :approve:


So now that we have, or soon will have, all of the tiles we needed for: the town's exterior, town market, and castle exterior, the only major tileset that we are missing will be the castle interior. Pretty incredible considering that earlier this week I thought we'd have to slave away for months making all this content ourselves. I love open source game development. :cool:
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Re: Harrvah Castle/Town Tileset

Post by Zabin » Thu Jan 17, 2013 3:58 am

Yeah, I wish I could offer to help out but I don't have enough time to work on this project, so working on others is pretty much out of the question. At least for now.
Hey that's pretty cool of you to say that.

Yeah, I really like Irukards castle but from looking at it, it seems kinda hard to map with. Maybe it's because I haven't seen an example of them in use so I don't know how the overall castle will look. I might try drawing with them and show you my results whenever I get around to it.

Anyways I thought I'd show you what I've been working on besides that campfire animation.
Image

Image

I've finished Jetrel's cobblestone paths :D The market stalls are WIP and I might try again at re-colouring the firewood as well.
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Re: Harrvah Castle/Town Tileset

Post by Bertram » Fri Jan 18, 2013 4:29 am

Hi Zabin,

woahh, this is excellent!
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Re: Harrvah Castle/Town Tileset

Post by Roots » Mon Jan 26, 2015 11:31 am

I've been toying around with building structures using the desert_house_interior/exterior tileset (formerly named harrvah_house_interior/exterior). The tiles do not work well for making a structure that is any size different than the originally intended size. Obviously, we want to be able to re-use these tilesets to build houses of various sizes, so we're going to need some work done on these to make the tiles more repeatable.


For now, I'm just using the existing tiles as best I can to make houses that are the sizes that we would like. We can replace these tiles later with the more repeatable sets whenever those become available. I might have to make this art myself if there's no one around to do so... :uhoh:
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Re: Harrvah Castle/Town Tileset

Post by Roots » Sun Feb 01, 2015 7:50 pm

http://imgur.com/a/ttfGE

Here's what this map looks like so far. The primary structures in the town are all complete. Only a handful of the interiors of the structures are finished. The castle still remains to be made. After making this, I have a much better understanding of what art we need and what art needs to be changed. There's a lot here, so I'm just going to list everything without going into too much detail. I'll order them by the urgency/importance in which we need.


Most Important
  • We need interior walls for the house interior tileset so that we can create rooms within the houses
  • We need improved stairs that look like they belong and aren't "pasted to the floor".
  • The house interior walls need some work. There are clear visual errors when trying to combine different wall tiles. We need these to be made repeatable. Also the right wall tiles would be better if they were directly on the edge of the tile instead of in the middle (compare right and left walls...there's always a half-tile of empty space on the right wall because I can't put anything there
  • Chairs - we have no chairs for either the outside or inside. There's some in the mountain house tileset we could use if necessary, but I'd rather seek a new chair style than re-use one from an existing tileset
Important
  • Roofs of houses need improvement. The "pot" doesn't make any sense, nor does the vegetation. Would like to see a new roof tile pattern used here.
  • Front wall of houses need to have those window slits removed by having a version of the stone wall without them.
  • The front roof of the houses are not truly tilable. Look closely at the roofs to see what I mean. There's visual glitches there. These need to be made repeatable. The side roofs have this problem too, but it's less noticeable there.
  • We need some decorations we can add to the front of houses. Specifically, an inn sign (bed icon), weapon sign, and item sign. We have some glass windows, but other touches would be nice to have.
  • The grass in the park area of town is way too lush and green for it's environment. We need to tone down the green and the amount of leafage.
Least Important
  • Would like to have a variation of the bench that is vertical instead of horizontal (you can see the bench outside numerous homes in the map)
  • Need some more fence and garden/plot tiles so we can create more interesting farming areas
  • Would be nice to have a version of the bed that was horizontal and not vertical
  • Need a version of the table that does not have books, etc already scattered on it
  • The shadows for some of the cart stalls in the market need to be addressed. There's also a dead tree with a shadow that needs to be changed or removed (part of the shadow is on an sky layer tile)
  • I'd really like to have some graves/tombstones to add a graveyard

I think that about covers it. I expect that I'm going to have to do most of this myself. I'm happy to do the easier tasks, but the harder ones I'm hoping we can have an experienced artist tackle. There will be more to add to this list once I get to making the castle portion of this map.
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Re: Harrvah Castle/Town Tileset

Post by Roots » Sat Feb 07, 2015 11:41 am

Updated the top post to reference the current version of every tileset we are using for this map. You can see what we have to work with as we piece this together. I also added the image below to the album in my previous link, showing a first rough version of the castle.

Image


Here's concept art of the castle that I'm in the process of building:

Image


Like with the town, here's a list of the artwork I feel we need to build out this castle.

Most Important
  • I don't have anything to make the passage way that crosses the chasm and connects the two castles. We need small columns (only have a large one available), a floor, and ceiling for this area.
  • We have almost nothing for the throne room. We need a throne, nice large windows, columns, banners, statues, etc.
  • We're missing some of the barriers for the nice stone area right outside the front doors of the castle.
Important
  • We have no interior tilesets for this castle. :help: In the meanwhile I'll be re-using the desert house interior (which looks nice enough it may as well fit the castle). We can get by without having interior tiles specifically for the castle, but I'd prefer we had something for it.
  • The cliff faces that the castle sits upon could really use some extra tiles. Right now it feels much too "blocky" because we have little to work with and little variation. Things like scattered rocks and non-rectangular features would go a long way.
  • I'd really like to see a larger door (2+ tiles wide) to get in to the castle. I don't like using the smaller doors you see there for the bottom level.
Least Important
  • While the front or back-facing walls have nice little features (the "sawteeth" for example), the side walls have nothing of the sort. We need to create some variations for the side wall tiles so we can see the same features used there.
  • The roof areas of the castle are pretty plain right now. We need features to make them more interesting. I can reuse the barrels and crates from the town, but I'd like to see some unique objects here as well. Maybe stone pedestals, ropes, flags, etc.

I think that should pretty much give us all the things we need. I'm going to go on an art hunt on OpenGameArt to see if I can find anything suitable to fill these needs. The simpler things I can create myself, and hopefully I can find an artist who'd like to complete the rest. :angel:
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Re: Harrvah Capital Art Requirements

Post by Roots » Wed Feb 11, 2015 12:52 am

Updated top post (and renamed thread) to consolidate all of this information. I'll do my best to keep it updated. I've also completed some of the artwork needs on that list by finding and pulling in art from external sources, so I'll update that the next opportunity that I get.
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