Tycho's Ten Thousand Trinkets Thread

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Wussel
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Wussel »

Hi I shifted some pixel of the trireme to make it look more greek to me. Hope you do not mind.
grand_trireme2.png
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Tycho_X
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Tycho_X »

Your trireme looks fantastic Wussel! Well done. I prefer it over my own edit by a long-shot.
Wussel
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Wussel »

Thanks for the kind words. Here is an experimental design for maximum canvas size.
grand_trireme3.png
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Tycho_X
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Tycho_X »

Since we are now competing on the creation of the greatest Trireme, Wussel, here is my edit of the Greek Grand Trireme... :lol:
The greatest of them all... for now
The greatest of them all... for now
greek_grand_trireme.png (5.38 KiB) Viewed 2436 times
It's been a long journey...
It's been a long journey...
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Ravana
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Ravana »

At that point it can make entire unit line.
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Tycho_X
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Tycho_X »

Okay, so, I went a bit overboard and 1up'd myself, again. I just had too much fun with this design; and since it is less 'organic', I find it to be a much easier sprite to manipulate. Anyways, with this sprite the Greek Trireme trifecta of ships should be complete. Enjoy!
The actual ultimate trireme
The actual ultimate trireme
greek-basileus-trireme.png (6.79 KiB) Viewed 2407 times
Wussel
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Wussel »

I love it! I was a bit less ambitious. I tried to fit everything onto 72x72 and tested how it would look in-game.

I did a second row of rows. Is that the right phrase? Well we could have at least a bireme if we call it trireme. Not sure if it flies. Technically rows should be animated. I worked the palm tree on the sail a bit, but then decided not to use it, since I am not sure what it is. I made the sail on the big one a little wider. Some TC pixel are actually broken. I did try not to brake more but sometimes copied broken ones.

I did merge my 3 years old ship designs on 72x72 and discovered that isometric has benefits over wesometric on a tactical hex spacing. Wesometric is however very nice for ships at piers, if they are oversize for a city scenario.

I am sure Heindal could use some stuff for his trader thing.
ships on ocean01-going true iso.png
ships on ocean01-going true iso.png (95.63 KiB) Viewed 2360 times
ships on ocean01-hextest.png
ships on ocean01-hextest.png (96.17 KiB) Viewed 2360 times
ships on ocean01-hextest2.png
ships on ocean01-hextest2.png (96.38 KiB) Viewed 2360 times
If this double rows are too much. I still have them in a separate layer.
Last edited by Wussel on July 24th, 2019, 9:03 pm, edited 1 time in total.
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Tycho_X
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Tycho_X »

Great stuff. I love how organic the 'elvish' ship design looks. The second layer of rows is interesting and would work well on larger ships, i.e. 100x100p, but I think given the small scale it's a little too much/messy. Maybe you could squeeze in just a couple more rows on the same layer? I don't know. But my next ship design will feature bonus rows 😊

EDIT: The rows being animated is a really good point and I may try to implement that next. A great idle/move animation.
Wussel
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Wussel »

Well the ships I posted have 12x2 and 16x2 rows if you look closely (instead of 6x2 and 8x2). Every second one comes out a few pixel below as you may see at the front. For practical reasons it looks like more oars in a row. There is no water in-between anymore.It is not like your extended long oars.

How about making a viking longboat in different colors? You are picking incredible colors for your pixel art. That is really an awesome skill I would love to aquire.

Here is the one with the wider sail with 16 and 32 oars for comparison.
grand_trireme3.png
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grand_trireme3+.png
grand_trireme3+.png (4.23 KiB) Viewed 2348 times
Wussel
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Wussel »

The new Basileus design vandalized for smaller ships:
grand_trireme3c.png
grand_trireme3c.png (4.29 KiB) Viewed 2327 times
grand_trireme3b.png
grand_trireme3b.png (4.52 KiB) Viewed 2327 times
grand_trireme2b.png
grand_trireme2b.png (4.17 KiB) Viewed 2327 times
Maybe good for some hero ship or so.
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Tycho_X
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Tycho_X »

You know what, I'll make a level 3 ramship variant. I've pictured it in my head and it looks great

EDIT: Thank you for the kind words, though usually my taste in colours is questionable!
Wussel
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Wussel »

Sounds great!

I went wacko on the gun ports:
grand_trireme3d.png
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Tycho_X
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Tycho_X »

Presenting... the (unoriginally dubbed) Rhinoceros Trireme! I'll probably change the name later.
rhinoceros-trireme.png
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Anyways, this unit is meant to be an alternate level 2 choice. It obviously focuses on speed and high melee damage (charge) rather than ranged firepower. In fact, its only ballista has been replaced by an additional sail for maximum speed and manoeuvrability!

It didn't quite turn out the way I had imagined it, for better or worse.

Anyways, I'll probably add a level 3 variant sometime later this week. I have too many sprite projects going on :p

PS: I tested some of the sprites out in-game and it turns out I shouldn't mess around with TC so much. I'll have to rework certain surfaces... RIP shading
Screen Shot 2019-07-25 at 17.11.52.png
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ghype
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Re: Tycho's Ten Thousand Trinkets Thread

Post by ghype »

I have to say these ships look amazing. I too tried to enlarge these ships two years ago. But my do not look that nice. Good job!
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Tom_Of_Wesnoth
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Re: Tycho's Ten Thousand Trinkets Thread

Post by Tom_Of_Wesnoth »

That's a really nice ram/figurehead on the rhinoceros trireme. Can I ask though, why are the front oars longer than the rear oars?
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