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About Me Member Varied Artist PW-tutorialMale/United States Recent Activity Deviant for 11 Months
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Devious Journal Entry

Thu Dec 18, 2008, 2:39 PM
CURRENTLY IN SIGN UP STAGE ONLY (as of 18 DEC 08)

******** No Programing Required! *********
******* Send me a note to sign up ********

What: - I'm hosting a class here at dA on making your own game graphics for an old school, online 2d mmorpg game (think SNES style.) On the graphics end we will cover pixel art, ripping graphics, making tile sets, putting it all into the game files and much more. Although we will concentrate on graphics, you will finish with a working online game. Sound cool? Hell yeah! Sound like a lot of work? Frickin-a-right baby but hey, no one will care about you once your dead anyway. And you know you ALWAYS wanted to be (cue trumpets...) "The Owner" of YOUR own game, right? I'm sure you will use your powers for good ;)

You Provide: the following...
1) Photoshop - an image editor (or the best image editing software you've got, I'll be using psp)
2) A Windows pc with an internet connection (I've heard it will run on Vista but I'm on XP Home SP3)
3) Microsoft Paint - yeah the old school app that came on your pc. Intriguing? Discouraging maybe? heh
4) ZSNESW - a SNES (Super Nintendo) emulator
5) SOM2 rom - the Secret of Mana II snes game (aka rom, usually a .smc file)

#4 and #5 are optional. They are 2 of the tools used to rip the graphics distributed with the game from old SNES games. Students can work instead from screen shots I will provide. I also use some other tools, namely Irfanview which is THE freeware image viewer imho. I will make sure that students can find and get any and all other needed files including the game engine with one exception.. I will not help anyone use Limewire or torrents to find programs, roms, etc.

How: - Well, first we're gonna see how many people are interested. If you are, send me a note and I will add you to the list. I'm also going to whip up a tiny yet working version of a game and distribute it to all students. Hopefully, I will be able to host it from home on the nights we use it. I will also start a new page here at dA just for this event.
Once we are ready to roll, we will make sure everyone has all the files needed, get everyone's game engines running, and then start learning about the game files we will be editing (there's only like 3.) Then we will go over how to put our own graphics in. We will examine the graphics that come with the game and how the mapping system works. Then we'll cover how the stock graphics were ripped, how to rip your own, all in the context of learning the do's and dont's of creating your own graphics. Its a huge job making your own graphics, being pretty or cool isn't enough, they need to be useful to future mappers as well.

The Engine: - The game engine is Player Worlds version 1.4.2 which is an old freeware game system (but you are not allowed to edit the .exe's) that flourished, stalled out, and died during an attempted re-birth into a new system. There was a great community full of excellent people who carried the PW torch for us all (Dr. Spoon, Reindeer, etc) and a little Googling will net you tons of information on the entire system.
There are many people who would argue that this game format and system is borderline vaporware and I could vouch for some of their points. But this is a free, relatively easy way to get your feet wet in game graphics and mapping. You will find that many of the techniques are either still used or are the basis for what has evolved since.

When: - I'm not sure yet. It mainly depends on how many people sign up. I will add news and links to the top of this journal as needed.

And a few last details...
The game system stores its graphics in 3 files items, sprites, and tiles. First you paste your new graphics into the files, then you use the client software's in-game editor to map everything. You use a similar system to create npc, warps, etc but we will concentrate mainly on the graphics. The backgrounds are drawn using 32x32 pixel size tiles. The game utilizes a simple but effective method of arranging and layering the tiles to create maps with ground layers, objects players can walk behind, and simple animations. I will be sharing my own personal tricks and tips that demonstrate how to make beautiful scenes that overcome some of the game limitations that stump other mappers.

My main account is :iconlocomule:



Signups as of 11 JAN 09:
:iconthesoulcaptor: :iconkradio: :iconpatt-ytto: :iconpowerfox1995: :iconscarletwolfe:

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:iconpatt-ytto:
We should focus on creating the graphics instead of ripping them, we could provide a base of the "skeleton" of the character basic sprite and tutorials on how to create the tiles.

Though, i already know how to do that, i can't wait to go on the program part.

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I am a pixel artist, i make awesome pixel art, prices starting at $5 for a piece, why not take a look at my fares?
:iconpw-tutorial:
I agree. Player Worlds v1.4.2 comes with ripped graphics. I didn't want to spend a lot of time on "how to rip" but realistically, back in the day, most people used those or similar ripped graphics. Creating an entire set of original graphics takes an incredible amount of work. Not that I'm trying to talk anyone out of it, no way. But there's no way I can run this thing for a year while we and draw new graphics. So I will use the PW graphics to demonstrate many general ideas of mapping in this environment, all the while pointing out what works, what doesn't, and some of my personal tricks for taking mapping "1 step beyond" what most people accomplish. Really, its the "1 step beyond" part that I love. Anyone can rip a house from Secret of Mana 2 and stick it in the tile set. Some tricks I learned were using standard tiles in non standard ways, as well as including things like mostly transparent cracks and crevices in your tile set. You can layer them on top of your standard tiles to make 'ruined' buildings, castles, walkways, etc. Layering will allow you to maximize your tile sets usability as well as creating simple animations that really add life to the players game screen.
Once we get into the whole system in depth, we will create a master server where everyone has access to their own game screens to create their own maps. Then we can visit each others work, critique it, and learn from what we see. And by "we" I mean me too! I'm no graphics/mapping God or anything lol. I'm just an experienced fan I guess. :)
:iconpatt-ytto:
I see.
Still, i can't wait to learn how to use the engine.

From what i've gathered of info, is like playing the legend of zelda a link to the past with pimped graphics (optional) and online.

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I am a pixel artist, i make awesome pixel art, prices starting at $5 for a piece, why not take a look at my fares?
:iconpw-tutorial:
Yes, it's pretty similar. As a matter of fact, I've seen games that actually used ripped tilesets from that Zelda. Now that the Holidays are mostly over, I'm going to finish fleshing out a small set of maps, just sort of a demo. Then I'll send everyone the client so you can log in and see what things are like. I should have it working at least by next weekend.
:iconpatt-ytto:
Will you teach us how to build a server on our own as well?

--
I am a pixel artist, i make awesome pixel art, prices starting at $5 for a piece, why not take a look at my fares?

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