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Show off your REXPAINT creations

Started by ozymandias79, May 19, 2015, 05:50:23 AM

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Kyzrati

I've also been adding stuff to the gallery for reference, including another batch just a few days ago.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

gumix

Hi, I'm still in muckup-prototyping phase of project but this time I've started from menu/sub-window system to avoid difficulties of embedding menu related stuff into app in future :).

Here's a sample shot, still I can't believe, how full keyboard image can so easily fit in 80x50 screen. :D

Kyzrati

!!!!!!! Damn that's a beautiful job :D

(New project is looking interesting, too!)
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

gumix

@Kyzrati Thanks for tweeting, I get very positive feedback :) Project has so many unknows yet so I can't even tell if it is doable at all :o haha.

Kyzrati

Absolutely, had to share this one right away :). Your work is always creative and interesting, even more so since some of it is eventually brought to life!

I'll have to drop this one into the gallery when I get a chance.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

MrStimpson

#205
First time poster here. I've only recently started playing around with REXPaint and ASCII in general, but I like the medium and am having fun playing with the tool. Here are my first few pieces in order of creation.

House in the Ravine


Shadows in the Dark


Mock Map


Please let me know what you think. Brutal honestly appreciated!

Kyzrati

Hey MrStimpson, thanks for dropping them here! I honestly just think they're pretty great for having just started.

In the second one I can see the text and borders being darkened though, especially since it overpowers the dark map (even without the map, pure white on black is kinda hard on the eyes!). And in that one those doors (?) are an unusual glyph choice. At best maybe use those for windows, and try something else for doors.

I love the atmosphere and flow/layout of the last one!
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

MrStimpson

Quote from: Kyzrati on October 21, 2017, 12:43:11 AM
Hey MrStimpson, thanks for dropping them here! I honestly just think they're pretty great for having just started.

In the second one I can see the text and borders being darkened though, especially since it overpowers the dark map (even without the map, pure white on black is kinda hard on the eyes!). And in that one those doors (?) are an unusual glyph choice. At best maybe use those for windows, and try something else for doors.

I love the atmosphere and flow/layout of the last one!

Thanks for the input and compliment, Kyzrati. I agree that the white on black was too much, so I darkened it up in the next pass and rearranged some of the map/UI elements to better reflect the direction I want to go with the project. As for the doors; I played around with the idea of using something else for them, but I just kept coming back to that glyph because it felt intuitive for me. Especially with the filled version being used for a shut/locked door. Not sure if it's intuitive enough for other people, so you may be right on it being an issue!

Here's a more "finalized" version of a world map.



I may start a small WIP post in this forum to store my project's work if that's ok? There are some very talented and helpful people here so it would be awesome to have my pieces presented in a place where they can be smashed to bits if need be.

Kyzrati

Quote from: MrStimpson on October 27, 2017, 08:30:20 AM
I may start a small WIP post in this forum to store my project's work if that's ok? There are some very talented and helpful people here so it would be awesome to have my pieces presented in a place where they can be smashed to bits if need be.
By all means, go for it!
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

gumix

#209
Hello REXpainters!
I couldn't find anywhere on the web suitable cp437 6x6 font so I've created one ( in RP :) ).
Of course it was not possible to have all accents in international characters, while keeping font readable, so most of them are just left pure-latin.
Use it on your own risk, license: Creative-Commons (CC BY 3.0).


Font in action with my current project:
Spoiler
[close]

Kyzrati

Nice font, gumix! Love how clean it is despite the size. Mind if I put it up on the main site? (with your intended license, of course)

And your current project is looking very interesting, by the way--been seeing your progress on Twitter :)
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

gumix

Sure thing, put it there, and thanks for all RTs!

Captain

#212
I think I'm slowly getting the hang of this program! After a day of doodling around I started working on a ship. Still need to get the sails in... not sure how I am gonna do that yet, but pretty pleased with what I have so far. 



https://imgur.com/a/HC8vs

Kyzrati

Cool, let us see when you've got something :D
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Laida

Maybe, it's not clear enough, but I tried to paint tinkerer which creating some new item with cyan rays between his manipulators...  :-[

Kyzrati

Very clear, and a very nice job, love it! Will have to share this around in the next SITREP :D
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

b_sen

Practice doodling a "2D" side view of... somewhere. ;)



I'm still not quite sure if all the elements are identifiable without explanation, but it was a good exercise to re-interpret the "somewhere".

Laida

QuoteI'm still not quite sure if all the elements are identifiable without explanation, but it was a good exercise to re-interpret the "somewhere".
The arc on the first plane is like metal detector, and things on the second plane looks like a student's little room. So, I think, this is a guarded student's campus with unusual architecture. Is it correct?  :o

b_sen

Quote from: Laida on February 22, 2018, 01:20:29 AM
QuoteI'm still not quite sure if all the elements are identifiable without explanation, but it was a good exercise to re-interpret the "somewhere".
The arc on the first plane is like metal detector, and things on the second plane looks like a student's little room. So, I think, this is a guarded student's campus with unusual architecture. Is it correct?  :o

"Unusual architecture" is right, and there is a little room in there; the rest is less so, but that's probably my fault for still being new to this and choosing an obscure "somewhere" to draw from a very different viewpoint than the normal way to see it.  (Hint: it's not a real-world "somewhere".)

Laida

Quote from: b_sen on February 22, 2018, 09:23:22 PM
"Unusual architecture" is right, and there is a little room in there; the rest is less so, but that's probably my fault for still being new to this and choosing an obscure "somewhere" to draw from a very different viewpoint than the normal way to see it.  (Hint: it's not a real-world "somewhere".)
I'm giving up  ;D

Some characters from Cogmind game:

Kyzrati

Love how you've put the Sentry next to the stairs :P
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

b_sen

A mockup for the new game screen of a Cogmind prequel mixing in Dwarf Fortress (where you play through the backstory of the Complex as MAIN.C), which by necessity contains Cogmind spoilers:
Spoiler
[close]

Quote from: Laida on February 28, 2018, 01:05:19 PM
Quote from: b_sen on February 22, 2018, 09:23:22 PM
"Unusual architecture" is right, and there is a little room in there; the rest is less so, but that's probably my fault for still being new to this and choosing an obscure "somewhere" to draw from a very different viewpoint than the normal way to see it.  (Hint: it's not a real-world "somewhere".)
I'm giving up  ;D

More Cogmind spoilers:
Spoiler
It's meant to be a part of Zhirov's cave, where he's kept some of his old human comforts out of the way both for sentimental value and to keep them from the prying eyes of MAIN.C.  As the Cogmind, these human comforts don't show up on your control overlay because they're entirely irrelevant to you, but the rest is copied tile-for-tile from his cave.
[close]

Quote from: Laida on February 28, 2018, 01:05:19 PM
Some characters from Cogmind game:

Very different styles on those!  I wonder how treaded and wheeled robots use those beautiful stairs...

Kyzrati

Quote from: b_sen on February 28, 2018, 07:34:01 PM
It's meant to be a part of [REDACTED]'s cave
Heh, that was my first guess but I wanted to give others the chance, too ;)

(And I already said it in the other thread but I love the prequel screen. Definitely going in the gallery for the next update!)
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Laida

Quote from: b_sen on February 28, 2018, 07:34:01 PM
Very different styles on those!  I wonder how treaded and wheeled robots use those beautiful stairs...
;D LOL
Maybe I should draw ramp too  ;D

b_sen

Another Cogmind prequel mockup, this time showcasing robot design as it would appear to a new player using the example of the humble Engineer.  There are things the Complex sees that the Cogmind does not...  (It also shows why text-heavy UI designs benefit from a non-square text font - this was designed with a half-width font such as Cogmind's default in mind, but I couldn't find one that had all the necessary CP437 glyphs.  Here width is the limiting font size factor, since 8:3 is a nasty resulting aspect ratio; I'm sure it would look much nicer in 8x16 than the current 8x8.)  As with the previous mockup, contains Cogmind spoilers.
Spoiler
[close]

Quote from: Kyzrati on February 28, 2018, 07:46:10 PM
Quote from: b_sen on February 28, 2018, 07:34:01 PM
It's meant to be a part of [REDACTED]'s cave
Heh, that was my first guess but I wanted to give others the chance, too ;)

(And I already said it in the other thread but I love the prequel screen. Definitely going in the gallery for the next update!)

I'm glad you got it; if it had been unclear to someone who knows that cave inside and out I would have been very concerned about my ability to convey anything in ASCII art...

(Go for it, although I'm not sure how you spoiler tag in the gallery. :) )