Zu
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Post by Zu on Oct 3, 2010 8:59:17 GMT -8
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BattlezM
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Post by BattlezM on Oct 3, 2010 9:36:07 GMT -8
Awesomeness. The ground and air remind me of Honey I Shrunk the Gruntz, but the rest looks like Gruntz in Space.
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Post by Ginden on Oct 3, 2010 9:57:53 GMT -8
I spoke you: it's great. But holes don't look good. :/ PS. Something extra:
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GooRoo
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Post by GooRoo on Oct 3, 2010 10:06:46 GMT -8
I knew it! I just knew that it would be possible to create an alternate Gruntz.Rez file with what amountz to a new Gruntz graphicz set! Well done! (But it may be a bit confusing on the Two-Way Arrowz, such as the light blue onez near various kindz of Pyramidz ... which direction is 'active'? Or were those intended to be replacement Intersection Arrowz?)
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BattlezM
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Post by BattlezM on Oct 3, 2010 10:14:15 GMT -8
I think designing the 2 way arrowz similar to the onez shown would work well, just have 1 side light up more. I'd also like to see a few more alternate ground patternz and eyecandiez. But I'm assuming this is still in the workz. Ah, and it does appear to be the level "The Grunt That Was Left Behind" Edit: And upon closer inspection based on that, I do see a 2 way arrow in that maze. Similarly the other strange looking arrowz are 'stairz'. I'm not sure how relevant stairz are going to be in this particular set though, especially if it stays on a monoplane.
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Zu
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Post by Zu on Oct 3, 2010 10:24:07 GMT -8
I'm afraid that I haven't tested it in-game yet - so far I've only started creating tilez and placing them by hand on an image of third Gruntziclez level. Your post was an encouragement for me. Since each level checks for separate REZ file (as far as I've learned), it should be definitely possible. Those green two-way arrowz are intended to be a replacement for the stairway tilez. You mean making "Yellow&Gray" two-way arrow brighter on this yellow side? You mean additional stylez of a normal ground, or just additional tilez for those two stylez shown? The first one is not possible, because the amount of available tilez is limited. But for second one I have few additional tilez to use. These need to be created yet. I'm finishing the tilez so far.
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GooRoo
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Post by GooRoo on Oct 3, 2010 12:35:22 GMT -8
I especially like the idea of 'rough' and 'finished' borderz for the Water areaz. That way you get the choice of a "Rocky Roadz" type pond, or a "High Rollerz" swimming pool, as the Designer wishez.
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GooRoo
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Post by GooRoo on Oct 3, 2010 14:50:47 GMT -8
I'll bet that someone (with time on their handz) could do scanz of real imagez, such as the Pyramidz of Egypt, to create level change tilez in 32X32 pixel sizez ... with all four cardinal directionz for 'facez' (and probably NW, NE, SE and SW as well) and top surfacez as ordinary ground tilez ... that would look awesome! Sand could be the alternate ground tilez, using real picturez of Egypt (or similar desert landz) as the basis. A 'Desert' graphicz set should be a breeze to create, using real world imagez to create all of the tilez required!
Similarly, photographz could be scanned and converted into tilez for just about any 'theme' we chose ... even someone "graphically challenged" (such as myself) could generate a pleasing tile set using public domain photographz!
All we really need to put "Gruntz 2" graphicz puzzlez into existence is to verify that an alternate Gruntz.REZ file may be used as a replacement for a single area with new imagez inside the various .PID elementz. So we need a workable PID editor that will save the proprietary information about how thingz work, and allow the replacement of the imagez.
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BattlezM
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Post by BattlezM on Oct 3, 2010 15:46:29 GMT -8
Never mind on the two way arrowz, the one shown does perfectly.
As for alternate ground tiles, I suppose I mean something like where the fort is, perhapz this is already done though? I'd like to see endz for them though, so you have have open ended patternz.
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Zu
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Post by Zu on Oct 3, 2010 20:24:58 GMT -8
I think that we could replace the "grey" pyramidz with those from Egypt, assuming that someone would manage to get them in a proper angle. But other, toggle-able pyramidz should be left as they are, just because they're enough simple to immediately recognise which one is of what colour. Plus, it would be nearly impossible to make picturez of framez when they're moving up and down. I don't think it would be so easy, as we need to ensure that all tilez are properly fitting themselves (i.e. there are no borderz visible when we'll fill the terrain with the same tile) and we would need to make picturez of all necessary anglez and so on... therefore, someone would need to actually travel to the Egypt, make picturez, and then edit them to remove any sortz of clipping. Far more work than I've done so far for Virtual Reality, the simplest tileset... About other possible tilesetz, I was thinking about these: * Underwater; * Horror (or graveyard, whatever to call it; if any of you played Lomax or Worms 3D, then you might get the idea); * Money (an entire world built up from coinz, banknotez and moneybagz) * Hell; * Organic (something like this one); * City (like this mentioned in topic about "Legend" CL); * Sewerz; * Desert (like this Egypt-like thing as GooRoo described - I have even an idea for a music for this one); * Map of treasurez (entire world built on a giant pirate map); * Sunny beach; Unfortunately, my graphical abilitiez are not good enough to take any of those, maybe except map of treasurez - I've decided to take Virtual Reality for now on because it was enough easy to create - simple shapez and shadowz, arcade-like framez for animated objectz, etc... One thing - I was thinking about using this music as a background theme for Virtual Reality. No worriez, the soundtrack is free for downloading and the game itself old, so there shouldn't be a copyright problem. As for opening theme (that short one which plays when starting the level), I was thinking about this one. It might be a bit problematic to convert them into XMI format though. So, you mean additional tilez for those two stylez shown (general green grid and black window)? If so, I have some remaining tilez to spare. I'll try to find some patternz for them. One thing that interests me is does the game allow to use tilez that were completely unused in standard worldz (those described in GLE manual as invalid). There are 25 unused tilez and I wonder does I'll be able to make them usable by just adding properly named imagez of the tilez? If so, I might be able to add another two complete patternz and some other "bonus" tilez. Hmm, what sort of endz? You mean something like those yellow endz made for stairwayz?
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BattlezM
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Post by BattlezM on Oct 3, 2010 20:34:43 GMT -8
Yes, etched lines on the ground with dots forming end points essentially. It would take about 4(or 8 if you want diagonalz) tilez, 1 for each cardinal direction of the dot. The etched linez already appear done.
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GooRoo
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Post by GooRoo on Oct 3, 2010 23:18:30 GMT -8
My Egyptian Pyramidz was not meant to be replacementz for tilez 247-256 ... but ground and level change tilez ... 1 through 36 (ground) and 39 through 76. Create "Temple" or "Ziggurat" in an Egyptian motif. Does that make more sense?
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Zu
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Post by Zu on Oct 4, 2010 18:31:22 GMT -8
[/img][/quote] You mean the inside of the pyramidz? Yes, this does make more sense... might be interesting. Okay, I've finished creating tilez, now I need to create EyeCandiez, animated objectz (as rolling rockz, static hazardz and so on). I've made some changez to those already created tilez, I'll list the changez and additionz below: * Replaced those greeny filled holez (they were supposed to be filled with onez and zeroz, but it looked not very good) with "bandaged" onez. * Replaced custom arrowz with those default onez, but in brighter colourz. My onez were too much confusing. * I've also removed the "two-way arrow" stairwayz, assuming that everyone will just use regular #1 tile instead. Stairway tilez are now used in a completely different manner, marking the placez where wormholez teleport gruntz (just a random idea that came to my mind). * Added those endz that BattlezM mentioned. * Also, added additional colourz of those wallz covering the place. I had *many* spare solid tilez, so I've decided to use them that way. Because of that, I've also created the impassable small "riverz" that act just like aquatic wallz. (No enough clear tilez, unfortunately - but if "invalid" tilez will work with a proper file, then I might be able to create two additional patternz.) * Can you see my idea of a static hazard, on the left part of the map? And, do you have any other suggestionz about *this* tileset?
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Zu
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Post by Zu on Oct 8, 2010 11:21:33 GMT -8
I'm sad that no one wrote anything since my last post. Well, I've almost finished creating imagez for this tileset... all tilez and animated objectz are done, all what remainz are EyeCandiez... and I've lost my afflatus for drawing when I've reached that point. Furthermore, it appearz that I'm unable to draw anything in any other position than completely flat (lying on the ground), as my perspective is just terrible. I've added two EyeCandiez in the form of floppy disc and CD with Gruntz game... but still remainz 10 EyeCandiez to create. If anyone is interested in seeing what I've done so far, I can send it to you. As I said, everything is done, except for those 10 EyeCandiez. I've also updated the image in the first post. PS: Those yellow octagonz with arrowz are a rolling ballz.
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BattlezM
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Post by BattlezM on Oct 9, 2010 21:19:15 GMT -8
I have a suggestion for the unique smart hazard. If you can create a set of tiles that lookz like a railroad of metal barz, you could put an electric wave shock that travelz around by waypointz. In levelz it would appear to be moving along the metal rodz, instantly shocking any grunt that touchez it to death. Also a few addition eyecandy recommendations I have are resistorz, transistorz, capacitorz, and integrated chipz. You'll easily be able to get those other 10 eyecandiez off variations of those and they should be easy enough to draw. (love that floppy ) Personally I think that rolling rock is too simplistic. Perhapz a rb that just lookz like a spherical forcefield?
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Zu
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Post by Zu on Oct 10, 2010 4:05:22 GMT -8
I already have a static hazard - the monitor with BSOD. (Can be even seen on the upper-left part of the map.) One bad thing with this is that the gruntz will not be shocked, but just destroyed instead (like in an explosion). That's the result of replacing graphicz of acid geyser from Gruntz In Space - and I guess that there is no way to change how it killz the gruntz without changing the game code itself... Still, your idea is a nice one too. Oh, that's the idea! Personally I wouldn't have thought about these, since my knowledge about technology is too low to know them. Thankz! You mean something like these? Well, my feeling of perspective is too low for them - since they're not a simple arcade-like shapez, but a semi-3D objectz, it would need to make them moving in a realistic way, not just rotating in a 2D way. And that's too hard for me, I don't have an idea how I should work with shadowz to make this effect... As I mentioned, my abilitiez are good enough to make this simple tileset and simple thingz... everything involving realistic thingz is beyond me.
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Post by The Kirby on Oct 10, 2010 11:38:15 GMT -8
My suggestion for a Rolling Ball is those rotating balls that are in older mouses.
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BattlezM
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Post by BattlezM on Oct 10, 2010 12:29:43 GMT -8
My suggestion for a Rolling Ball is those rotating balls that are in older mouses. I originally considered the same thing, but wondered if it would be obvious that this was what it was.
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GooRoo
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Post by GooRoo on Oct 10, 2010 14:11:47 GMT -8
Since this is "virtual reality", I would think that there is no requirement that the Rolling item be a sphere. Why not a saw disc, that does right angle turnz, as well as rebounding back and forth on a north-south or east-west axis? Along the same linez as the Road Runner cartoonz, where Wile E. Coyote is chased by a rock that turnz (with no visible force to cause it to change direction) to follow the poor creature. At least here, there would be Arrowz that give a reason for the saw blade to change direction. A simple distinction of which direction the Rolling item is heading would be a 'tilt'; for example, tilted toward the west when rolling north, and toward the east when rolling south ... so that the saw teeth would alwayz be visible to the solver. (Moving east or west, the saw teeth would alwayz be visible, so a 'tilt' would not be necessary, the curve of the saw teeth would provide the visible clue.)
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BattlezM
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Post by BattlezM on Oct 10, 2010 16:09:44 GMT -8
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