Canceled Dungeons & Dragons UPDATE

Project is halted prior to completion and will not receive further updates.
Beastie, yes that would be fantastic.  Once we finish if you could do a palette pass to give an overall polished feel would be great.  When trying to do a mod like this one of the problems is not having enough sprites so you have to do a combination of ripping, making your own, and using sprites from other companies to tell the story you need to tell.  For example, if you need a medieval town background, and you can't draw your own, then you're stuck using what is available, whatever the source.
So it's inevitable that you'll have some art style clashes (mixing King of Dragons with Tower of Doom as you pointed out).  If someone with you talent can actually create a visual parity that would just add such a nice polish to the game and make it feel less homebrew.
 
Great topic!
I also noticed some of the inconsistencies that BeasTie mentions, but I'd never be able to explain them like he did! :D
Good to know you plan to double check the palletes before release (even if that means another delay to the release :( )
Old time member FightinWords had also a fantastic eye for using colors correctly. Too bad he left a long time ago, he'd offer great advice, I'm sure. (he was also a very nice guy!)
 
Try to get a standard color palette for certain kind of generic colors (a tone of green for scaly monsters, a tone of red for fire, a gold for metal gold'ish items, etc.) and always the same RGB numbers. This way the game will have consistency in the palettes (of course there could be exceptions for darker/brighter or special colors if needed, but overall, for generic usage, try to use a defined palette). :)

Choose a Capcom CPS1/2 game (I'd gofor D&D, of course, since this is what this mod is all about, extract the different shades and palettes and adapt them into the whole new content.

In this digital era, there's a lot of colors and there's no palette limit, but let's face it, we're retro gamers and I guess we could enjoy a 16-bit/32-bit palette without problem.
 
What originally inspired me was the idea of not just recycling the Capcom D&D stuff, but expanding on it.  So while we definitely use many many backgrounds from ToD and SoM in this, the cool thing was realizing that IGS backgrounds from Knights of Valour 1 & 2 and Gladiator fit so perfectly with Capcom's art!  They ripped off the Capcom style so well, they really mesh together quite seamlessly.  So now we could create all new levels using the IGS art.  I had to rip just about all the backgrounds from KoV 1 & 2 because no one had (I think BonusJZ did for his Golden Axe mod but he never released it).
CAPCOM
dd3.png

IGS
3850_1.png



We also used some of the characters from KoV and Martial Masters (another IGS game I ripped sprites for a MUGEN project) -- I do notice that they are also Capcom style art, although more of the SFA and SF3 style.  So at the very least, if Beastie could adapt those to be in the ToD/SoM palette style that would be fantastic.

gifs%5CD&D%20tod_avatar2.gif


20140416042631361.gif
 
Well if you are using sprites from KOD you could also include sprites from tenchi wo kurau 2 ( warriors of fate) and adapt them to this mod.
Also maybe use backgrounds from Rastan saga 3, legend (snes) or even weapon lord stuff.

Brw, Gladiator? It has been emulated? Which version of mame works?
 
Yea I got sprites of jentai divada and telizia i ripped a long time ago if you think they will fit in the project as enemies or playable chars
 
I think we're at the point where we basically have all the backgrounds and characters / enemy sprites we need.  As I mentioned, the game is mostly done, and we're working hard to finish it up.  Yes, changing the palettes will delay things, but if Beastie has the time to do it before we release then it shouldn't be too much of a delay.
We've already got the KOV and Gladiator backgrounds implemented in the game, and the characters we're using as well.  But if you guys have anything you think will work, please do send it, just in case.

Here's the link to Haze's page where he got Gladiator working.
http://mamedev.emulab.it/haze/2013/11/14/ume-0-151x1/
 
So at the very least, if Beastie could adapt those to be in the ToD/SoM palette style that would be fantastic.
Sticking to the D&D arcade game styles will be best.  Maybe I can do it using a method like Don Vecta said.  What we could do thou, is get the master palette for the original D&D games from MUGEN, and just choose colours from that for the remaps. 


Some chars will be harder than others thou.  Matching them to the D&D palette and style is also trickier and heaps more time consuming than just making custom pals OTOH.

test111.gif
   
image.gif

just rough test edit based on the other sprites pal.


D&D: TOD Based Palette (skin colour and reds from the other players, dwarf etc.)
GOOD_TEST.gif
20140416042631361.gif



other tests
GOOD_TEST2.gif
GOOD_TEST5.gif
GOOD_TEST4.gif
GOOD_TEST3.gif

(they probably have too much colour now compared to D&D sprites)

custom style
GOOD_CUSTOM.gif
GOOD_CUSTOM2.gif


GOOD_GOLD.gif
 
GOOD_GOLD1.gif



You guys already have lighting effects, so if you add minor/varying darkness overlays to every stage this actually helps sprites blend in with the background too, even on the original D&D stages.

About getting palettes from mugen... 

for example this is TOD pal.

If you can also get/make a master palette for all the IGS sprites, you could convert all of them to use this master palette.  Then edit each colour one by one and swap it for colours in the D&D master pal.  Just swap IGS green for d&d/capcom green etc. etc. Then all you have do is remap them all to this pal, or convert them with PalApply. 




When trying to do a mod like this one of the problems is not having enough sprites so you have to do a combination of ripping, making your own, and using sprites from other companies to tell the story you need to tell.  For example, if you need a medieval town background, and you can't draw your own, then you're stuck using what is available, whatever the source.

It's a fun way to make a game, but it can be very hard and frustrating too I know, I've attempted a few mods trying to mix sprites too. I usually end up with a lack of sprites that fit.  That's why I was just trying to show some easy methods I use to help things fit together.  I'm suremy methods probably aren't the best, I'm no expert with colour, I usually just do whatever looks good to me and try to keep them roughly the same format.
 
I got the idea some time ago but just got time to implement it recently. It's the feature to read signs, pull switches and pull chains

Sign, Switch and Chain

Dungeons & Dragons : Rise of Warduke - Sign, Switch and Chain

No more sign slashing to read sign anymore  ;D

I won't spoil from which dungeon/place each clip was recorded from  ;)

esn23 said:
Yea I got sprites of jentai divada and telizia i ripped a long time ago if you think they will fit in the project as enemies or playable chars

Do you have sprites of ghost or spectre? We need sprites for a spectre boss. The spectre doesn't need many sprites since it mostly in invisible mode. We want to avoid using Ezerhorden sprites twice
 
Of course! What good is a D&D game without signs, switches and chains? Looking real good!

As for the ghost boss you're looking for... maybe Brauner's ghostly summon could be used... or at least heads and shoulders.

http://spritedatabase.net/files/ds/1509/Sprite/Brauner.png

Also... Duolon's ghost effects on his fireball or his DM could be useful too.

http://spritedatabase.net/files/neogeo/849/Sprite/DuoLon.png

Or some monster based in Ron too?

http://spritedatabase.net/files/neogeo/847/Sprite/KOF01_OriginalZero.png
 
Awesome mode guys! In this mod will have some rainy  and night areas? I really never saw an action RPG with an rainy stage...
I hope it will have some of these, because  it may give the impression that the heroes took many days to complete the quest,  which can fit really well in this game! Keep great with this awesome work! ;)
 
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