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Messages - Krutzelpuntz

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1
Suggestions / Option for tile variants
« on: October 16, 2023, 12:53:08 PM »
Just like the character portraits, or at least similar to, I'd love if tiles had the possibility to have variants.
Even animals, NPC's and especially plants could be improved with this.

Example:
ter-boulder1.png
ter-boulder2.png
The game would then choose a sprite at random.

This could greatly improve repeating textures across the whole game.

2
Mod Releases / Re: Krutzel's Spirited Sprites
« on: October 16, 2023, 12:44:45 PM »
There's a typo in the a-SS-summer.bat: terspruces instead of ter-spruces.

Great mod, hope it will get even more updates.

Thank you for compliments and corrections.
I made a hotfix, so future downloads will be fine :)

I was hoping to work further on plants, but due to lack of inspiration and health reasons, I haven't been working on it for a while now.
It's absolutely possible I'll get back to it some day, at least I hope so! I also had some ideas for the character generator Night and I made, we'll see :)

3
Mod Releases / Re: Krutzel's Spirited Sprites
« on: April 12, 2023, 11:28:27 AM »
Hey, any idea why this is colored kinda... ugly? The lighter dog's colour.

Yeah, the game itself changes the colors of domestic animals, there is nothing I can do to fix that. Wish I could, it does not look great with my sprite set.
I think it is done so you can tell them apart.

4
Mod Releases / Re: Krutzel's Spirited Sprites
« on: March 11, 2023, 05:32:13 PM »
New update! Due to file size limitations, I've had to part it in three, but I included a google drive link. Hope it works, as it's in one part.

Now includes all NPCs, and I started to experiment with plants.
Some plants now have multible plants in the sprite. (lake reeds, barley and heather)
 
Hope you enjoy!

5
Mod Releases / Re: Krutzel's Spirited Sprites
« on: March 08, 2023, 12:38:08 AM »
New update, all animals are done and included in a combined pack.
NPC's will join them there one day, but progress is slow and tedius. Once you make 20, you really just want to be done soon..

A few other things has been included. Check out the optional stuff for player characters, tall trees and winter covered trees and boulder.

6
Mod Releases / Re: Plasmator Expanded mod
« on: March 07, 2023, 02:18:58 PM »
Hi Krutzelpuntz, thanks for your feedback!

They just work fine on my pc when I run URW, I've used vanilla background-related object pictures and worken on them, meaby work fine just for me? I'm using latest URW version downloaded from Itch.io

It seems to only be a problem with seacrab.png, mussel.png and shrimp.png. Here's an example of how they would look in game, with black background.

7
Mod Releases / Re: Plasmator Expanded mod
« on: March 07, 2023, 01:49:32 PM »
It looks very cool. I'm a graphics guy, and have a bit to point out.
Your sprites seem to use alpha, which the game does not support.

Heres a quote from the readme that explains how the background color works:
Quote from: Truetile Readme
* Background color (which appears transparent in action) is not fixed and is derived from the upper left pixel (0,0).
  Don't use image built-in transparency, but just make sure that the upper left pixel is of the color
  you want to be transparent.

8
Mod Releases / Re: Krutzel's Spirited Sprites
« on: March 02, 2023, 09:03:35 PM »
My rationale was that the foot shapes for waterfowl make moving on land a clumsy affair, though I will concede that ducks get by just fine for waddling.
I have to admit, I hadn't pulled up videos in the loon's case. Now that I did have a look (example), the placement of their legs further back on their bodies actually calls for for a dragging track similar to the seals' between splayed parallel footprints.

Yeah, I think it would be something like this.

It's pretty funny by the way, never knew they walked like that!

9
Mod Releases / Re: Krutzel's Spirited Sprites
« on: March 02, 2023, 12:45:50 PM »
I drew up some track revamps in case you wanted to include them in the spirited sprites. They're mostly birds since I happened to remember I changed the ones for the capercaillie in my resprite set.
  • row 1: black grouse, hazel grouse, capercaillie
  • row 2: raven, eagle owl, goshawk
  • row 3: mallard, kuikka, beaver (OOPS misattribution: the attachment was originally uploaded with Fark's)
(The search engines probably think I'm some sort of talon fetishist based on how long I spent trying to find photo refs for some of these :o)

Love it, they have a lot of character. I'll add them in the next update. Thank you very much for the contribution.
I added double tracks for the mallard and loon, so they fit in better. I don't know if the single set tracks where on purpose though.

10
Mod Releases / Re: Krutzel's Spirited Sprites
« on: March 01, 2023, 10:40:24 AM »
These look jaw dropping, well done sir.

I would point out that you haven't done the snake yet, although to be fair most players never get to see one.  Also, rodents?  They must be even rarer than snakes, I don't recall ever seeing one!

Thank you, I appreciate it.
Make sure you got the latest preview pack, it seems to all be there for me.

11
Mod Releases / Re: Krutzel's Spirited Sprites
« on: February 28, 2023, 11:52:35 PM »
New update to the animal preview.
Didn't update the gif, but the new animals are hare, hazel grouse, lynx, pig, ram, sheep, raven, ringed seal, snake and squirrel.
It is soon done, only needs rodent, swan, tufted duck and willow grouse.
Hope you enjoy. I have not seen most animal sprites in game, as it is a often very difficult to test for them, but I hope there are no issues.

12
Mod Releases / Re: Krutzel's Spirited Sprites
« on: February 24, 2023, 11:43:02 AM »
It seems I'm still very limited in what I can do for the forest spirits. Thank you very much for finding those texts. Would be cool to expand on the graphics of spirits, they have some very cool descriptions.

I snuck in a tiles release containing terrain, and a few plants. It just got updated to 1.1. See the preview picture. I'm keeping a changelog in a spoiler, if anyone's interested.
Feedback is welcome, I'm not sure if the ground is too dark. I like it as it is normally, but when it is further darked by the game in some areas, it gets a bit too dark maybe..?
It can cause tracking to be a bit harder.

+ a new preview update on the animals pack

13
Mod Releases / Re: Krutzel's Spirited Sprites
« on: February 20, 2023, 08:22:17 PM »
Hmm, now that I think about it, IIRC unlike the case with the vanilla water spirit being just a slightly edited copy of npc-eman, Forest Maidens simply use npc-ewoman.
There's a quest dialogue that describes them having hollow backs, though I can't remember ever witnessing the spirits face away from my player character. It certainly is a detail that makes supernatural encounters rather spooky.

I've never actually experienced the spirits in the game, but any information about the visual descriptions would be very appreciated. I'd love to see the quest dialog you are referencing.
Shame about the female spirit, would be cool to have a separate sprite for that.

Updated to animal preview 2, with new sprites for cow, bull, capercaillie and elk bull and dog.

14
Mod Releases / Re: Krutzel's Spirited Sprites
« on: February 19, 2023, 08:10:59 PM »
Thank you for the comprehensive answer and compliments.
I don't think it is something I'll be planning to use, but I hope we can get more options build into the game for sprite variations in the future. Like winter, male/female, young, dead/sleeping and stuff like that. I wish we could make variations to ground tiles. All tiles really. Just like how the portraits work.

I added an elk bull and capercaillie to the gifs, truetile comming soon.

By the way Galgana, would you be cool with me using your waterspirit as a base for an 8 sided NPC? I like it much better than the original one

15
Mod Releases / Krutzel's Spirited Sprites
« on: February 18, 2023, 10:26:32 PM »
Spoiler: Original Post: • show

Hey y'all, I've been drawing sprites for this game for years, but never really released anything myself.
I contributed to Wickham's Graphical Enhancement Project back in the day, and have a few sprites in the base game now, and did all the sprites for Night's Character Designer. Still working on that one, once in a while.

Anyways, I decided to share some of what I have made up to now, currently I'm working on making animals and NPCs in 8 directional sprites, and I'm interested in what you guys think.

Also, I noticed "Galgana's creature sprites" has a few animals with w after the name, does that enable winter version sprites?

I will update when I have more to share, I hope to have a complete graphics pack one day. Enjoy!






Description:
Spirited Sprites is purely a graphical mod with focus on realism and esthetics.
A large portion of the pack is adding 8 directional sprites to the game, both NPCs and animals.
All animals are completely remade with 3d references, while NPCs are based on the original game sprites.

NB, you have to be logged in on the forums to download, links in the bottom of the post.

Installation and Use:
Unpack in truetile folder and overwrite all.
Alternatively unpack somewhere else, and copy over the files you want.
Copy over wanted files from Spirited Sprites Optional folder. Note the truegfx images need to be copied to the right folder.

Use "a-SS-summer.bat" and "a-SS-winter.bat" to change back and forth from snowcovered graphics.
Press F9 in game to update graphics.

Content and old changelog:
Spoiler: Content and changelog: • show



Content:




Changes has been made in released versions.

Old Preview Changelog:

ter-walls - added a few pixels length to support t-juctions.
ter-prepsoil - new tilled soil sprite.
ter-kotacamp - flipped to fit general lighting direction.
ter-ground - new ground sprite.
ter-gcmoss - new moss ground sprite.
ter-cellar - changed perspective to be top down.
ter-road - changed colors to fit new ground.
gui-horizon - new sprite.
it-skis - new sprite for 8 directional movement.
cur-facedirs - reduced size, as 8 dir. sprites make facing easy to read.
cur-pcdirs - same as above.
ter-firepla - Changed colors and contrast.
flo-heather - New sprite for heather. Shown as large patch, instead of small plant.
ter-ypine - new sprite, fits the spruce trees better in style.
ter-bunk - rotated to fit fallen direction east-west.
Dog changed to look like an Elkhund instead of a Buhund.Recolored reindeer sprite.
Started to convert animals to black outlines, as is looks a bit better when sprites are recolored in-game, and increases contrast between sprites. Not sure about this though..
Included wrong wall files. Fixed.
Minor changes to several sprites.

Old Changelog 1.2:
All animals are now included.
remofire - reused my old sprite from Wickhams G.P.
embers - new sprite to fit burt out fire.
suna stove - new sprite for greater difference between the two.
Pine tree, same as the tall version, but shortened. Included as default.
blood - new sprite, less saturated.
Bird tracks made by Galgana - for black grouse, hazel grouse, capercaillie, raven, eagle owl, goshawk and mallard. Thank you!
Tall spruce and completely new pine trees that fits the style better. (optional)
8 directional player characters in 8 directions. (optional)
Snowcovered boulder and evergreen trees. (optional)



Spirited Sprites 1.3.1:

Fixed typo in .bat file. Thank you paulkorotoon!

Npc - all npcs included, same ones as we know and love, now in 8 directional sprites.
Included .bat files as per suggestion of Galgana, to change between snowcovered trees and bloulder + hare winter fur.
Plants - Barley, nettle, sorrel and river reed - More pronounced outlines, and experimenting with multiple plants for plants where it makes sense to grow more dense.
Fire - New sprite in pixel art style.
tahtitaivas - Added northern lights to loading screen. (optional)
logo - added Spritited Sprites logo to main screen. (optional)






Terms of use:
The animal sprites are created by me, and you can use them for what ever you want.
Everything else (with a few exceptions) is derived from the game sprites, and can be used for what ever you want, as long as it is ONLY used to mod UnReal World. (As per the terms stated in truetile readme)
Feel free to contact me if in doubt.
Credits are appreciated, but not necessary.

Due to forum file size limitations, I had to part the zip file in 3. Alternative downloads:

Google Drive
OneDrive

NB, you have to be logged in on the forums to download from the underlying links.

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