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Published: 2013-11-27 22:24:08 +0000 UTC; Views: 51452; Favourites: 65; Downloads: 7342
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Description
MS Paint, ASEprite, Paint.NET, Tiled used. 3 Months
16 colors, resized to x3.After a long, hard 3 months of work, I have finally completed my biggest spriting project yet...A remake of NetHack, one of the most famous rogue-likes of all time. My aims when creating this texture pack were simplicity, professionalism, contrast and familiarity.
First and foremost, I knew the very best best way to keep things simple would be to stick to a 16-color palette. Knowing this, I decided to recreate the 1057 tiles of NetHack using the ever-popular DawnBringer palette. I did this because I wanted to reinvent the graphics of an old game while still keeping the old-school look of it. Dawnbringer also converts very nicely to terminal colors, which means I could also create a version using NetHack's original colors.
My second aim was professionalism, and this appears throughout the texture pack. NetHack's default texture pack has many stylistic clashes. Some graphics have very tiny heads and realistic proportions, while others are goofily out-of-proportion. I set to create this entire texture pack using bases as often as possible to keep a consistency from character to character. I also used many modern pixel art techniques such as anti-aliasing, hue-shifting and sel-out to create the smoothest, clearest texture pack possible in a 16x16 resolution.
Thirdly, I aimed for a high level of contrast in this tileset. One of the biggest parts of NetHack is encountering and identifying the hundreds and hundreds of enemies and items. In the default tileset, it might be hard to tell apart a halberd from a bardiche, or a giant ant from a soldier ant. Many tilesets are also color-coded, making it harder for deuteranopic or color-blind players to play. This has led to a lot of criticism of tile-based graphics in the community, and how text-based graphics are much better. To mend this, I did my best to make no two items look alike. Items are never differentiated by just color. Some might be flipped, others might look a little wider or taller...you get the idea.
Lastly, I knew it was important to keep a familiarity with this tileset. Over the decades, millions have played NetHack and many have used the default tileset. It's grown and changed over the years, but many of the basic monster appearances have stayed the same. I knew I would be alienating people if I changed the tileset too much, so I tried my best to keep the designs/posing of the popular characters as familiar as possible without making too many sacrifices in professionalism. For example...In both the default tileset and mine, the Rogue is a brown-eyed warrior wearing a red barbarian helmet, blue tunic and brown pants.
When you download this tileset, you will find multiple versions of the tileset within, including those. For vision-impaired people, I created a larger 32x32 tileset resized using 2xBr. .txt versions of the graphics are also included for those who wish to mod their inventory icons to reflect this tileset.
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Comments: 54
TheVanessie In reply to ??? [2023-10-22 19:42:13 +0000 UTC]
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MrTimeMachine [2021-09-02 14:37:42 +0000 UTC]
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olivertzeng [2021-08-25 13:20:30 +0000 UTC]
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olivertzeng In reply to olivertzeng [2021-08-25 14:07:36 +0000 UTC]
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olivertzeng In reply to olivertzeng [2021-08-25 13:21:19 +0000 UTC]
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mister-lister [2021-06-17 23:08:16 +0000 UTC]
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YouAreLucky [2017-08-18 06:39:06 +0000 UTC]
Dragon, I hope it's ok with you that I went ahead and fixed all of the issues I listed in my other message, plus more that I discovered upon taking a closer look. See the result here: ibb.co/fFQf7F
Changes from original DawnHack 3.6 tileset:
-fixed tile order (20 tiles were in the wrong position: normal and statue versions of green slime, black pudding, ettin, storm giant, python, pit viper, ghoul, and giant zombie, as well as agate ring, bronze ring, sky blue potion and cyan potion)
-used same sprite for all four special stones, so as not to give away what they are before identifying them as per NetHack's ascii/default tileset approach (used your loadstone tile, with the 'aura' removed)
-used same sprite for all gems/glass of the same color, again to not give away what they are before identifying them as per NetHack's ascii/default tileset approach (I looked at the tiles you chose for the 'glass' versions of each color to determine which of your 'gem' tiles would be used for each color, if possible. Where it wasn't, I used your first/main sparkling gem tile for that color. I also added your 'sparkle' effect to the two gem colors that didn't have it - yellow-brown and violet - by exactly copying your existing sparkle effect from similarly-colored gem tiles)
-used the same sprite for all other items that you're not supposed to be able to identify upon first sight (bags, candles, lamps, whistles, flutes, horns, harps, and drums), by using your non-magic/first sprite of each item for all instances of that item
-resized as 32x via pure pixel doubling, rather than using any kind of smoothing algorithm, to retain design and sharpness as originally created
Let me know what you think!
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DragonDePlatino In reply to YouAreLucky [2017-08-19 23:47:42 +0000 UTC]
In retrospect I shouldn't have given the unidentified items (e.g. gems, stones) unique sprites as that does break gameplay a bit. I've also grown to dislike how the xBr scaling algorithm looks. I've gone ahead and accepted all of your changes as-is, included them in the main download and retroactively added them to NetHack 3.4.3 and UnNetHack 5.1.0. I've also listed your changes to the readme and credited you.
Thank you for your involvement in improving this tileset for the community!
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YouAreLucky In reply to DragonDePlatino [2017-08-21 03:37:10 +0000 UTC]
Wow! Thank you very much! I definitely didn't expect that as a reply!
I didn't realize that you would roll my suggestions right into the main download, so just to be safe I went back and did a tile-by-tile comparison of each of the Dawnhack tiles vs the default tileset, and (unfortunately!) noticed a couple more things. This should be it though, I hope this is ok!
-I missed changing the Amulet of Yendor to match its imitation version, so they both use the same non-magic sprite now.
-In keeping with your principle of familiarity, I realized that I should've used your wax candle sprite instead of the tallow one for both candles (as the NetHack default tileset candle is white, like your wax one), so that's fixed now too.
That's it for hard changes, see new file here:ibb.co/dWuFu5
However, I also noticed the following things so I thought I'd better ask you about them:
-It appears that the Vrock and Hezrou tiles may be swapped, but I'm not totally sure because your designs for those two are somewhat different than the default tileset. Could you confirm that their positions are correct? (if this is an issue, then note that their statue versions are similarly swapped)
-Same thing for the speed boots and water walking boots, they might be swapped but it may just be your design for those items. Again are you able to check and make sure they're in the right spots?
-Finally, I realize this is totally reaching given all you've already done but would it be possible to change the credit to Big_Friggin_Al? If not, no sweat as I'm happy to contribute regardless!
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DragonDePlatino In reply to YouAreLucky [2017-08-24 00:44:49 +0000 UTC]
Thanks for doing a final pass over everything! The candles and amulets were a good call. There's a lot here and I made a strong effort to do tile-by-tile comparisons but some things can slip by.
Vrock and Hezrou are indeed where they should be. They were modified to look like their D&D counterparts because to be frank, the vanilla designs were kind of lame. Boots also seem fine to me.
I've re-credited you as Big_Friggin_AI and added these changes to the main download!
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xlion95 [2017-08-17 00:01:52 +0000 UTC]
I feel that you should have used bigger textures in this, most things just have small rectangles with a lighter center and dark outline for texturing and that comes off as noise in larger maps. I also found the 3/4 perspective on most monsters to be rather awkward at this resolution and without increasing the resolution of the sprites it was hard to identify the icons sometimes.
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DragonDePlatino In reply to xlion95 [2017-08-17 05:14:06 +0000 UTC]
Yep! There are a lot of problems with this set but it's 3 years old by now and I don't plan on revisiting it other than to occasionally update it. My style has become a lot more crisp since then which shows in a lot of my newer stuff.
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xlion95 In reply to DragonDePlatino [2017-08-18 08:04:20 +0000 UTC]
Yep your style has evolved a lot in your more recent works!
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YouAreLucky [2017-08-11 15:25:25 +0000 UTC]
Dragon, is there anything the community can do to convince you to create the eight new tiles included in 3.6?
Even if you were to just post those new ones when you're done, I'm sure the community can take care of the rest (formatting, tile order, etc), either by hand or by using something like this: github.com/chasonr/tile2360
Many of us strongly believe your tileset is the best of the lot, and since you've already created 1,057 amazing tiles it's truly a shame we aren't able to have the new 8!
Also seeing as how the last big update for nethack came out 12 years ago, I suspect finishing off the eight new tiles would mean the dawnhack tileset can continue as the premier tileset choice for a good long time.
(in case you're wondering, the new eight are: glob of gray ooze, brown pudding, green slime, black pudding, novel, vibrating square, poison cloud and valid position)
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DragonDePlatino In reply to YouAreLucky [2017-08-11 21:11:52 +0000 UTC]
If there's a demand for it, I'll see what I can do! The newest tileset is 3.6.0 posted here , correct?
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YouAreLucky In reply to DragonDePlatino [2017-08-13 15:02:50 +0000 UTC]
Yep.
I know it looks a lot longer but there are actually only eight new tiles, the rest are 'statue' versions of each monster, which are just greyscale versions of each monster sprite on a regular floor tile. The script I linked to even does those automatically if you don't want to do them by hand, so it's just the eight that need new art.
I know a lot of people would be thrilled if you updated the set. I'm sure others can try to imitate your style to fill the gaps, but I believe there's something to be said for original artist's intent, you know?
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DragonDePlatino In reply to YouAreLucky [2017-08-16 21:36:45 +0000 UTC]
Okay, I've double-checked everything is in order and this tileset now has official 3.6.0 support! Thanks for reminding me about this.
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YouAreLucky In reply to DragonDePlatino [2017-08-17 21:37:41 +0000 UTC]
Hooray, this is fantastic! Thank you so much!
...however I have noticed a few issues?
A few of the tiles seem to be in the wrong place vs. the official tileset, so I would assume they'll show up incorrectly in game? There are four pairs of tiles whose positions are swapped, and in each pair the tiles are directly adjacent. The pairs are:
-Green slime / black pudding
-Ettin / storm giant
-Python / pit viper
-Ghoul / giant zombie
Are you able to fix these positions for the version you're distributing on your site? This position swapping is also seen in the statue versions of the same eight tiles near the bottom of the tileset, so you would need to fix those as well.
I also appreciate (and love the art for) the 'worthless glass' versions of gems, and of the four types of stones (luck/load/touch/flint), but I feel kind of like I'm cheating when I use your tileset in this regard. Playing with the original ascii, there's no way for a user to know what kind of gem or stone those are unless they properly identify them (e.g. scroll of identify), and nethack's default tileset seems to support this gameplay mechanic by having the gem/glass tiles be identical, and all four stone types appear identical.
I don't believe there's a way to display different tiles depending on whether an item has been identified or not, so to preserve the gameplay wouldn't it make more sense to copy nethack's default tiles' approach (that is, not having unique art for worthless glass or different stones)? I know this is something users can do themselves (including me), so if you want to leave them as-is that's ok, but I thought I should mention it since I'm not certain your intention was to change the game or make it easier via use of your tileset.
I also noticed that the 24x and 32x versions of your tileset were enlarged with some kind of smoothing algorithm. I assume that was an artistic decision and I respect it, but I honestly think it doesn't do justice to your painstakingly crafted pixel art (ants' legs seem to have partially disappeared, as one of many examples of where I feel the algorithm has let you down). Again I know that simply pixel doubling the 16x tiles is something users can do (and I have done for myself), but just wanted to double check that it was an intentional approach in case you wanted to fix it.
All in all I strongly believe this is by far the best tileset for nethack, and after many years of ascii-only play I can still remember how fresh the game seemed upon loading up DawnHack, which I play with to this day.
Thanks again for your efforts, and if you're too busy for these fixes I'm sure the community can handle them without issue.
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madd-the-sane [2016-02-22 19:14:05 +0000 UTC]
Do you have any plans on updating this for Netback 3.6.0?
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DragonDePlatino In reply to madd-the-sane [2016-02-22 19:34:40 +0000 UTC]
Nah. I'm pursuing other projects nowadays.
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madd-the-sane In reply to DragonDePlatino [2016-02-23 03:37:32 +0000 UTC]
Ah.
Still, thanks for taking the time to reply.
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lucasmsiqueira In reply to madd-the-sane [2016-07-12 18:04:35 +0000 UTC]
It's been converted (I guess using the script available at: nethackwiki.com/wiki/Tileset/t… ).
3.6 version of the tileset can be found here: drive.google.com/open?id=0BxBm…
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FullHitPoints [2015-10-30 05:51:10 +0000 UTC]
I tried installing this pack, but I receive the error message "Cannot load tiles from the file. Reverting back to default." Any hint as to where I went wrong?
EDIT: Nevermind, I think I know where I went wrong. The line in which you displayed the example line is missing the "p" in "px." And I simply copy-pasted the line into my defaults.nh. You might wanna fix that for future reference...
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DragonDePlatino In reply to FullHitPoints [2015-10-30 22:32:44 +0000 UTC]
Thanks for catching that! I've gone ahead and updated the main download with a new README.
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Ganondox [2015-10-14 14:24:23 +0000 UTC]
Spriting Nethack is always super ambitious, holy cow that game has a ton of content. And yes, this looks MUCH better than the default one. That makes me wonder, is there any Dwarf Fortress sprite backs?
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DragonDePlatino In reply to Ganondox [2015-10-15 03:16:02 +0000 UTC]
Thanks! It's interesting that you'd mention Dwarf Fortress, because I tried making a tileset for that in this style. The project was never finished, though, because I didn't like how unclear everything looked.
However...! A few months later, I tried making another Dwarf Fortress tileset and that was finished after a few months of work. It was even more ambitious than my DawnHack tileset and I was really happy with how it came out. To date, I think it is the only Dwarf Fortress tileset with all of the creature graphics in the same style. It's also the only tileset with all of the profession graphics and the only one with full TWBT support for non-workshop tiles.
It's called GemSet and you can find it here .
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wang-lu [2015-04-11 14:54:45 +0000 UTC]
Hi, I've included your tileset in my Web port called BrowserHack: coolwanglu.github.io/BrowserHa…
You can enable it by clicking the picture button in the top-right corner.
And you are credited in the homepage: github.com/coolwanglu/BrowserH…
Thanks for your efforts!
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DragonDePlatino In reply to wang-lu [2015-04-13 19:04:39 +0000 UTC]
Hey, that's pretty neat! NetHack without any pesky downloads! Thanks for sharing!
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nucleokinesis [2014-02-23 18:10:34 +0000 UTC]
It's really really nice but the UnNetHack version doesn't seem to display the correct tiles - substitutes ice box tile for bag, for example.
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DragonDePlatino In reply to nucleokinesis [2014-02-23 18:48:58 +0000 UTC]
Hmmm...you'll have to see the UnNetHack dev about that. He may have rearranged the tiles a bit from their vanilla setup, and I'm fairly certain my setup is the correct one as I referenced the game's files to see the tile order. What is the graphic displayed for the rest of the containers?
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nucleokinesis [2014-02-23 18:10:05 +0000 UTC]
It's really really nice but the UnNetHack version doesn't seem to display the correct tiles (substituting ice box for bags, etc).
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zazink [2014-02-02 14:24:32 +0000 UTC]
Uh, so you probably shouldn't have given the magical versions of items like the whistle, lamp, instaments, ect their own different tile. It elimates the need to identify them.
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DragonDePlatino In reply to zazink [2014-02-02 17:39:08 +0000 UTC]
It's easy to id by just kicking stones, repetitively checking bags (for disappearing items) or rubbing lamps. Amulet of Yendor is easy unless you somehow manage to mix in the real with a few plastic. My main purpose with including separate textures is for mod makers. You know, in case someone wanted to mod the texture to change whether the item is id'd or not. If you don't like it, you can always just c/p the textures to make them all look the same.
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zazink [2014-01-31 19:26:04 +0000 UTC]
Holy shit thank you I love unnethack but there haven't been up to date graphic tiles for ages
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Roflord [2014-01-22 19:26:28 +0000 UTC]
I don't know what happened first
Either me finding this tileset in here or me finding it really comfortable in the android port of unnethack 5.1.0
Either way, I just wanted to come by and tell you how awesome this is, really, some sets are just too realistic, too basic or too weird to even look at, this one however is simply beautiful, thank you for the amazing work
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DragonDePlatino In reply to Roflord [2014-01-22 21:35:41 +0000 UTC]
D'awwwwwww...thanks for the comment! Makes it all the worthwhile when people like this thing so much.
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Arthandas [2013-12-29 14:43:48 +0000 UTC]
This pack is beautiful but you made it for vanilla NetHack which no one plays anymore The dominant variant right now is UnNetHack. If you could also make an UnNetHack version...
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Ganondox In reply to Arthandas [2015-10-14 14:31:05 +0000 UTC]
...I still play vanilla NetHack...
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DragonDePlatino In reply to Arthandas [2013-12-29 22:33:05 +0000 UTC]
Thanks! I put a lot of work into this. ^.^
I'll get started on the UnNetHack version right now. Shouldn't be that hard, considering most of the tiles are just recolors of the Vanilla ones. I have a monsters.txt, objects.txt and other.txt so I think I'm getting the order right.
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Arthandas In reply to DragonDePlatino [2013-12-30 15:36:14 +0000 UTC]
I would never imagine NetHack could look so beautiful. I also really like that SNES feel. As for the UnNetHack version, I'll be sitting on needles until you publish it Right now I'm playing on default ascii tiles coz I really dislike the current Chozo tiles. And that's the only roguelike I play using ascii as I really prefer tiles. I hope you'll post a WIP version
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DragonDePlatino In reply to Arthandas [2013-12-30 21:06:37 +0000 UTC]
I won't be posting any WIPs because with how I'm retexturing things I'm just going down the texture file, starting in the upper-left. A WIP would look like normal UnNetHack, except with some randomly-replaced monsters. Oh! And the final 32x version will look even better, because I found an awesome pixel algorithm called 2xBr! Things look marginally smoother in it: filthypants.blogspot.com/2012/…
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Arthandas In reply to DragonDePlatino [2013-12-30 21:35:22 +0000 UTC]
I like my pixels pixelated Nearest neighbor FTW!
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DragonDePlatino In reply to Arthandas [2014-01-04 07:10:03 +0000 UTC]
Dude, I updated it! Took quite a while to port the tiles over and add the 200+ new tiles in UnNetHack, but this texture pack SHOULD work with the latest version of UnNetHack. Can you test it for me? Some of the offsets off the tiles might be off...just one tile off and the whole texture pack would be unusable! I used a combination of the NetHack wiki, UnNetHack programming and an UnNetHack tileset to get the tileset right, but I'm really not sure.
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Arthandas In reply to DragonDePlatino [2014-01-04 14:55:18 +0000 UTC]
I couldn't resist checking this pack any longer! Sorry for double posting
Everything works fine though you may want to rename UnNetHack tiles to "DawnHack.bmp" just like the NetHack version otherwise you'll get error while pasting the OPTIONS=tile line from the readme because names doesn't match. You may also note to change width and height to 32 if using the 2x versions. These are obvious things for people like you and me but some new players or people new to tiles may have problems.
Now for the good parts - I don't believe how pretty my NetHack is! It's like playing a different game now Seriously, it looks amazing. If I had to nitpick one thing, some tile backgrounds (boulder for example) are blue and it looks a little weird in corridors which are darker. You'll need to use transparent backgrounds to solve it and it's probably not possible so yeah, that's just game limitation.
You should contact the UNH maintainer Patric Mueller. I'm pretty sure he'll want to cover this pack on the main page or bundle it with future releases. You could also make a topic at rec.games.roguelike.nethack Google group to let people know about it.
Thanks for your work and especially for making the UNH variant I'm going to kill some pixels now.
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Arthandas In reply to DragonDePlatino [2014-01-04 14:05:42 +0000 UTC]
AWESOME! I will test it today for sure. I'll reply in a few hours when I'll have some time for NetHack and test it a little.
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