Showing posts with label tileset. Show all posts
Showing posts with label tileset. Show all posts

Tuesday, August 7, 2012

Ultima V: Warriors of Destiny Tileset


The tileset posting continues! Ultima 5 boasts 512 tiles (compared to the 256 of Ultima 4), and one can easily tell the difference when playing both games. Overall, however, there is a lot of wasted nonsense like the pink "Shadow Realm" tiles, "sitting down" tiles, and the four-frames of animation for everything.

The class sprites are greatly reduced, no more Tinkers, Druids, Paladins, Wizards, Rangers, Fighters, Shepherds, or Bards... instead characters use either the "Rogue," "Knight," or "Wizard" sprite. Yet, with the lack of diversity, the artist uses space within the tiles more more effectively by filling in more space (so there is less black) and making everything look realistic through shading and eliminating the representation of unimportant/awkward sprite features such as necks.

As far as gameplay is concerned, I'm making good progress in Ultima 5, although some of the new mechanics are annoying at best. Picking up loot has become a veritable chore, and the DAY/NIGHT system is poorly implemented as far as I can tell. Basically there is nothing new to explore at night, and the towns and shops close down in the dark.

On the positive side, the player is no longer burdened with protecting his or her Avatarhood, and can lie, cheat, steal, run away from fights, and murder like the good old days of Ultima 1-3.

Sunday, August 5, 2012

Ultima IV Quest of the Avatar Tileset


Last week I finally finished Ultima II, which allowed me to return to my 7-months-in-progress game of Ultima IV: Quest of the Avatar. Tonight, all I have to do is reach the depths of hell and recover the lost codex of the Avatar.

So in honor of this historic event I'm posting the Ultima IV tileset in all its glory. More posts on various Ultima-related escapades forthcoming.

Overall it's an amazing tileset that can teach new pixel artists a lot about economy and representation (particularly of environments). My only criticism of the graphics is the decision to use 4 frames of animation for the enemies. 2 frames per monster would have been plenty. Sorry it's slightly messed up at the bottom, that was a mistake I made when adjusting the colors to more-accurately reflect how they appear on a very old but brilliant 14-inch CRT monitor.