Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Resources => Topic started by: NemZ on June 04, 2011, 09:56:19 PM

Title: NemZ's tileset emporium
Post by: NemZ on June 04, 2011, 09:56:19 PM
This thread is a clearinghouse of my custom 8bit tilesets, freely available for anyone's use though mostly made for specific expansion projects.  I'm open to MM8BDM-related requests but I don't promise to accept all of them.

Also check out my tutorial thread. (http://cutstuff.net/forum/viewtopic.php?f=44&t=7539)

X2:
(click to show/hide)

X1:
(click to show/hide)

Powered Up:
(click to show/hide)

Wily Wars (MM1):
(click to show/hide)

Wily Wars (MM2):
(click to show/hide)

Wily Wars (MM3):

(click to show/hide)

Wily Wars (Tower):

(click to show/hide)

Mega Man V:
(click to show/hide)

Mega Man & Bass:
(click to show/hide)

Mega Man & Bass 2:
(click to show/hide)

DOS:
(click to show/hide)

Other:
(click to show/hide)
Title: Re: NemZ's tileset emporium
Post by: Copy Robot on June 04, 2011, 10:16:03 PM
I think the FC people beat you to the punch for Wily Wars

http://www23.atwiki.jp/rockmanforte/?pa ... 8%E7%B5%B5 (http://www23.atwiki.jp/rockmanforte/?page=%E3%81%8A%E3%81%BE%E3%81%91%E3%83%89%E3%83%83%E3%83%88%E7%B5%B5)
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 04, 2011, 11:12:47 PM
So what?

Besides, it looks like they only did the new stages to me... the 1-3 stages also had graphic overhauls for TWW.  They also clearly didn't follow strict NES limitations either; the tiles are individually fine but the stage maps have way too many pallets in such close proximity that even the pallet swaping tricks used in 5&6* can't account for all of it.

*check out a map of Charge Man's stage for an easy example:  The red car is the same tileset as the green one earlier, just with a different color selection.
Title: Re: NemZ's tileset emporium
Post by: Korby on June 05, 2011, 12:22:59 AM
We could really use your help over at MM&B! Tilesets are incredibly important at the moment, especially so our mappers can start on that!
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 05, 2011, 01:44:19 AM
Fair enough.  When I finish the WW version of BombMan I'm currently working on I'll take a crack at MM&B.  Any particular stage you had in mind first?
Title: Re: NemZ's tileset emporium
Post by: Korby on June 05, 2011, 02:50:47 AM
We're currently working on Ground Man, so you could work on that if you'd like. Cold Man has already been done by the FC team, and Astro and Tengu are not very high priority at the moment, for future(?) reference.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 05, 2011, 09:18:03 PM
WW Bomb is done.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 07, 2011, 07:24:38 PM
ground man is up.
Title: Re: NemZ's tileset emporium
Post by: MagnetMan497 on June 07, 2011, 07:27:30 PM
Oh, those look nice! What's next, Pirate, Burner, or Dynamo?
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 07, 2011, 07:35:46 PM
I'm thinking pirate.
Title: Re: NemZ's tileset emporium
Post by: Korby on June 07, 2011, 08:02:24 PM
Great Job! These look excellent!
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 10, 2011, 06:28:22 AM
Pirate is done.

I guess I'll try Dynamo next even though it's just a big green blah.
Title: Re: NemZ's tileset emporium
Post by: Korby on June 10, 2011, 06:51:56 AM
You rock, NemZ. Thank you for doing these.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 10, 2011, 07:30:49 AM
It's not a big deal.  I've got lots of free time at the moment and I'd just be doing different stages for my own amusement if you hadn't asked for these.  Glad I can help.
Title: Re: NemZ's tileset emporium
Post by: Jc494 on June 10, 2011, 01:51:51 PM
Wow, those Pirateman stage textures look... amazing. Nice work NemZ (even though I'm not part of the MM&B dev team, just wanted to say they look nice).
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 24, 2011, 12:17:05 AM
Dynamo is up.  Really ugly stage to be honest, good luck with that one guys.
Title: Re: NemZ's tileset emporium
Post by: Jc494 on June 24, 2011, 06:41:12 AM
Quote from: "NemZ"
Dynamo is up.  Really ugly stage to be honest, good luck with that one guys.

Have to agree with you there.... yuck.
Title: Re: NemZ's tileset emporium
Post by: MagnetMan497 on June 24, 2011, 03:21:04 PM
That stage is going to be fun to texture...
Title: Re: NemZ's tileset emporium
Post by: Korby on June 24, 2011, 04:17:23 PM
I think it'd probably look better if the textures were darker, but I'm not sure.

Anyway, even though it may not be visually appealing to everyone, nice job.
Title: Re: NemZ's tileset emporium
Post by: NitroBro on June 24, 2011, 05:22:57 PM
great job with the MMV tiles, its nice to see they are done, even if i couldnt finish them
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 24, 2011, 06:37:31 PM
At Korby's suggestion I darkened everything.  It all still looks like crap to me (literally with brown replacing the purple) but at least it's a little less glaring, I guess?

I also tweaked a few tiles while I was at it.  Not sure what the hell I was thinking earlier keeping the girders in perspective.
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 02, 2011, 06:41:24 AM
Burner Man is done.

So MM&B guys, do you need the rest of them done as well or is that it?
Title: Re: NemZ's tileset emporium
Post by: Korby on July 02, 2011, 02:28:38 PM
Excellent job!

You might as well just do the rest (If you want to!)

I mean, if you don't, then they won't match and that will just be kind of weird.
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 02, 2011, 07:40:31 PM
Well, just checking.  I was under the impression that you already had Cold, Tengu and Astro done, and I thought I recently saw someone else was doing Magic.
Title: Re: NemZ's tileset emporium
Post by: Korby on July 03, 2011, 05:45:19 PM
Tengu and Astro unfortunately had different tilesets, so we don't have those.

Cold is finished, yes.

No one was doing Magic, to my memory.
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 04, 2011, 12:44:33 AM
I didn't really like the Cold Man tile sheet you had available because it didn't follow NES restrictions and had some weird color choices in places, so I went ahead and redid it anyway.  Well, that and if I did the rest it would have bugged me not to do it eventually too...

I'll probably use the stage 2 tiles for King's fortress since that's where he's actually fought.
Title: Re: NemZ's tileset emporium
Post by: Galaxy Sisbro on July 04, 2011, 03:16:37 PM
Actually, Cold Man tilesets follow all NES restriction, as they were made by MEND (the one who made RM7FC and RM8FC).

Also, throwing it out, some tilesets needs to be reworked in terms of shading.
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 05, 2011, 12:02:53 AM
Quote
Also, throwing it out, some tilesets needs to be reworked in terms of shading.

Can you be more specific?

Quote
Actually, Cold Man tilesets follow all NES restriction, as they were made by MEND (the one who made RM7FC and RM8FC).

Actually no, not so much.  

(click to show/hide)
Title: Re: NemZ's tileset emporium
Post by: Nuy on July 05, 2011, 12:18:01 AM
I've been trying to say the same basic thing with the music. However all I've gotten in response was either "You're wrong", "Stop complaining", or "Its close enough". Oh well.
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 05, 2011, 01:02:11 AM
To be fair I just went through my tiles and found a few places where mine were slightly off-color as well, specifically anywhere I used the darkest shade of gray.  I'm uploading color-corrected versions shortly.

Oddly enough, I think it actually helped Dynamo a bit.  Maybe?  Hmm.
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 07, 2011, 07:21:43 PM
Tengu is up.
Title: Re: NemZ's tileset emporium
Post by: Korby on July 07, 2011, 07:55:53 PM
Thank you very much!
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 07, 2011, 08:08:43 PM
Not a problem.  Actually that one was rather fun, especially the fans.
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 13, 2011, 08:03:19 PM
Astro is up.  Whoever did the tiles for that stage had WAY too much fun with it.  There are several areas I just skipped because it was frankly getting ridiculous.
Title: Re: NemZ's tileset emporium
Post by: Korby on July 13, 2011, 08:06:12 PM
I must agree with you there, there's a pretty ridiculous amount of tiles there.

Thanks!
Title: Re: NemZ's tileset emporium
Post by: Blaze Yeager on July 14, 2011, 05:03:07 PM
Indeed,Astroman looks really nice
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 14, 2011, 05:31:03 PM
Well, we'll see.  Considering the problems the MMV project is having with Pluto's tiles going to black/gray in software mode, I really hope Mike is okay with the revamped doom palette I sent him to better capture the NES palette's capabilities.  I mean just look at how much purple is on these MM&B tilesets!  

If that fix doesn't work out I'm going to have to do a lot of recoloring.  Well, either that or the projects will have to include the new PLAYPAL file in the wad.
Title: Re: NemZ's tileset emporium
Post by: Korby on July 15, 2011, 07:32:55 PM
Unfortunately, as seen when you play MM8BDM in software mode, there's a lot of inaccuracies in color, so this problem is nothing new.

Playing in OpenGL is a different story, however, because it uses the colors that are on the files.
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 17, 2011, 08:37:46 PM
As a point of clarification, this is basically what I had in mind when I suggested a layered approach to the jungle on Burner Man's stage:

(http://i344.photobucket.com/albums/p343/nemss1/junglelayers.png)

If it's set up right it should enable a sort of 'parallax' look, though the spacing will have to played with a bit.  The trunk graphic is probably the furthest back players should be able to go (as indicated), the rest set back in a sort of cubbyhole.

Also, Magic Man's stage is up.
Title: Re: NemZ's tileset emporium
Post by: Korby on July 18, 2011, 04:19:14 AM
Oh cool Magic Man, thanks.
Title: Re: NemZ's tileset emporium
Post by: Blaze Yeager on July 18, 2011, 01:01:39 PM
And with those textures...I'll get to work on the map,Korby
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 18, 2011, 08:56:06 PM
I decided that the Tengu Man fans were probably going to be a real pain in somebody's ass, so I went ahead and set them up for easy use (including the back of the fans, because it was easy and who knows?).  Don't trim these down, the empty space is necessary to space it out right.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/tengufan1.png) (http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/tengufan2.png) (http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/tengufan3.png) (http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/tengufan4.png) (http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/tengufanpole.png) (http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/tengufanb1.png) (http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/tengufanb2.png) (http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/tengufanb3.png) (http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/tengufanb4.png)
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 19, 2011, 07:03:42 PM
King is up... technicolor nightmares ahoy!

I'm actually somewhat tempted to recolor some of that, regardless of what the original stage looked like.  Thoughts?
Title: Re: NemZ's tileset emporium
Post by: Korby on July 19, 2011, 07:35:49 PM
NemZ, you rock and roll.

Thank you very very much for doing all of this!
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 19, 2011, 08:07:58 PM
You're completely welcome.  I'm loving this stuff.

Also, I went ahead and recolored the King tiles to make the three palettes more clearly distinguishable.  If you really want to keep the technicolor look just mix and match between the three.
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 28, 2011, 03:05:11 AM
The museum is done.

I've got one more map on request but I'll probably take a break for awhile before finishing that up.
Title: Re: NemZ's tileset emporium
Post by: Korby on July 28, 2011, 03:21:45 AM
Thank you very much, NemZ! Without you, I don't know how MM&B would have turned out!
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 17, 2011, 12:19:51 PM
I'm back, and I bring you a new tileset. This one was a special request from Blaze, posted at the start under the new folder 'other'.

The next request in line was for powered-up mm1 tiles, which I'll start working on... soonish.  Finding good references for this game is proving rather tricky.
Title: Re: NemZ's tileset emporium
Post by: Blaze Yeager on September 17, 2011, 01:57:37 PM
Storm Eagle...you rock man!

I should do the map of this now
Title: Re: NemZ's tileset emporium
Post by: Korby on September 17, 2011, 07:37:47 PM
Woah, hey, nice job NemZ!

Welcome back as well.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 17, 2011, 10:40:30 PM
Thanks, good to be back.

But seriously, any idea where I can find stage maps for Powered Up?  I really don't want to have to work from youtube vids or something.
Title: Re: NemZ's tileset emporium
Post by: Blathers on September 20, 2011, 12:35:28 AM
Are you looking for more blocks to use as a reference? This link might help you, but I know you need to do much more then this.
(click to show/hide)

I'll keep an eye open and post my findings for you.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 20, 2011, 02:18:20 AM
I found that earlier actually, but thanks.  

mrjnumber1 also sent me a batch of screenshots, but I still think i'm going to have to just watch a lets play and pause it from time to time to really get a feel for the stages, especially for any animated tiles.

It might also help if I'd ever actually played the game...but  oh well.

...and am I the only one who thinks these new stages are actually rather ugly, somehow even blockier than the original?  Probably a consequence of the editing program I guess.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 27, 2011, 10:23:15 PM
powered up intro stage done
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on September 28, 2011, 08:36:08 PM
Yay, Nemz is back!

Hmm... Maybe those house textures will help me in a CTF map I'm making...
Title: Re: NemZ's tileset emporium
Post by: Korby on September 28, 2011, 10:37:37 PM
Star Dood, through my experience, constantly asking someone for something and/or constantly reminding said person of said subject lessens their want to (create/approve/do, etc.) that subject.

Also, lookin' good, NemZ!
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on September 28, 2011, 10:52:49 PM
I'll delete that then. (I'm usually very annoying, which is one of the many things wrong with me...)

Looks good, anywho.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 28, 2011, 10:55:31 PM
I haven't forgotten Stardood, you just aren't first in line.  Relax.  But sure, everyone should feel free to use any of the tiles I post here for whatever projects they want.  That's kind of the point... more textures are always a good thing.

And thanks for the continuous support, Korby, even when I'm not working on stuff specifically for you.  You're a class act!
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on September 28, 2011, 10:59:06 PM
fuck, he saw that

Just that my expansion sorta died... so yeah.

Let's see what else we have here... Hm. I never knew you made ALL of the tilesets for MMV! Thy look really, really good!

Nice work on those, I might be using them someday.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 28, 2011, 11:20:58 PM
Quote from: "Star Dood"
Just that my expansion sorta died... so yeah.

Oh?  Well, seems like way more projects start than actually finish so you're far from alone.

...Wait, if you don't need them anymore what are you asking about?   :?
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on September 28, 2011, 11:35:30 PM
Well I still want to see it finished.

Lego said he'll get back to it if SOMETHING happens. Like tilesets for example.
Title: Re: NemZ's tileset emporium
Post by: Korby on September 29, 2011, 02:33:55 AM
It would be selfish of me to only praise you for things you made for me! Of course I'll continue to comment and enjoy your works, because as long as they're good, you deserve comments on them! (Actually, even when they're not good, you still deserve comments on them. Criticism is so incredibly helpful.)
Actually, it's also selfish of me to say "for me" considering I would never have gotten far in MM&B if it were not for the people who are helping! This is why I don't like saying "my expansion." Because it's not!
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 29, 2011, 07:34:14 AM
^
and that is why you're awesome.   :D
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 30, 2011, 12:28:16 PM
Bomb Man PU is up.  Man, they really changed the feel of that stage quite a bit.
Title: Re: NemZ's tileset emporium
Post by: Korby on September 30, 2011, 07:01:01 PM
I've always loved PU Bomb Man. Can't wait to see what these look like in the expansion!
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on September 30, 2011, 07:59:06 PM
How do you do iiiiiiiiiit

Extremely cool. Those reused tiles in Bomb Man's PU tiles made me a little sick, so I'll be glad to see what it looks like with these put up!

Again, wonderful job.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 30, 2011, 09:07:58 PM
Quote from: "Star Dood"
How do you do iiiiiiiiiit

Photoshop, mostly using square brushes and the pencil tool.  :mrgreen:

[/smartass]
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 03, 2011, 02:39:35 AM
Guts Man is up.  Not sure about the background though... I kinda like and kinda don't at the same time.  Hmm.
Title: Re: NemZ's tileset emporium
Post by: Korby on October 03, 2011, 02:49:05 AM
While I think the background looks beautiful, I'm not sure if it fits in with the Megaman style.
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 03, 2011, 03:28:12 AM
Yeah, I know... but the actual mountains in the stage background are really craptastic, just big flat blobs that are even more plain than this.  Not sure how to make something decent out of that, honestly.

Edit:  Okay, took some inspiration from Stone Man's stage and the background I made for the intro stage.  Better?
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on October 03, 2011, 08:29:26 PM
Wow. That looks awesome.

Must think of a CTF stage to use that sky box!
Title: Re: NemZ's tileset emporium
Post by: Korby on October 03, 2011, 10:00:23 PM
Yup, that's certainly better.
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 05, 2011, 07:33:00 PM
Cut Man is ready.

On a side note, this thread just helped me land a paid job making sprites for a mobile phone game.  WINNING.
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on October 05, 2011, 07:39:17 PM
Hot damn, that's awesome. Good luck to you, then!
Title: Re: NemZ's tileset emporium
Post by: Korby on October 05, 2011, 09:45:03 PM
Cutman's tiles look amazing, and congratulations! You certainly deserve that!
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 25, 2011, 06:19:09 PM
Whew, that was WAY more work than I expected it to be, but it was fun work so I guess that's okay.  If you want to see the results, check my facebook business page Here! (http://www.facebook.com/vergencegraphics)  Or just buy the game when it's finished of course... it's currently still in development for Android phones under the working title "Solar Defenders" (though that may change), and if it's a success there it may be ported to iPhone as well.

Anyway, Elec PU is about half done.  My work schedule is picking up again though so don't expect my updates to be as frequent as they were over the summer.
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 26, 2011, 10:52:50 PM
Elec PU is done.  

I'm going to suggest trimming in the skybox to just solid walls on the stage update because these animated background tiles are going to be an absolute eyesore if you make them tiny and flickering in the distance.
Title: Re: NemZ's tileset emporium
Post by: Korby on October 27, 2011, 02:25:44 AM
Ooh, hope the map doesn't hurt the eyes too much.

Tiles look nice, and good job on landing that job.
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 27, 2011, 03:28:50 AM
If the flashing is too bad I could slow it down by adding more tiles to the animation cycle, though I'd rather not if it isn't necessary.
Title: Re: NemZ's tileset emporium
Post by: Korby on October 27, 2011, 04:32:10 AM
They could probably slow the animation down through actually making it a texture, so it shouldn't be too bad.
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 27, 2011, 04:59:57 AM
Yeah, but if it's slower I'd rather it also be smoother.  Slower frames at the same movement/frame ratio will look jerky and craptastic.
Title: Re: NemZ's tileset emporium
Post by: NemZ on November 13, 2011, 05:25:33 AM
Ice is done.  The interior (black) isn't built with tiles but it's simple enough I think it will pass muster... not that I can think of a place it really make sense to use in the existing stage anyway.  Just looked cool and easy, so I did it.
Title: Re: NemZ's tileset emporium
Post by: Korby on November 13, 2011, 07:20:11 AM
Looks nice, but the black line going through the purple/grey striped tubing bothers me. Not sure if that's possible to fix though, so whatever.
Title: Re: NemZ's tileset emporium
Post by: NemZ on November 13, 2011, 08:01:29 AM
It's there in the stage, man.  I guess I could lessen the number of lines attempting to pretend it's actually curved though, go for a more smooth look.  I'll think about it.
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 07, 2011, 05:13:44 AM
Fire PU is up.

Which Wily stage(s) do you guys need?
Title: Re: NemZ's tileset emporium
Post by: Korby on December 07, 2011, 07:26:08 PM
Same ones as vanilla 8bdm, 1 and 2.

Fireman looks nice!
Title: Re: NemZ's tileset emporium
Post by: mrjnumber1 on December 09, 2011, 12:37:01 AM
Quote from: "NemZ"
Fire PU is up.

Which Wily stage(s) do you guys need?
all of them need tiles, but you can just do them together.
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 09, 2011, 05:31:48 AM
Added a couple more tiles for sideways large fire traps.  Seemed prudent.
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 23, 2011, 09:10:33 AM
Wily stage 1 is ready.  SO MUCH PURPLE.   :mrgreen:
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 12, 2012, 02:18:34 PM
added wily stages 2 and 3.  2 is rather bland... may go back in and dirty up those bricks a bit.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 13, 2012, 04:02:11 AM
Ripped the existing time and oil tiles out of the wad and did color correction on them.  Both had tons of colors that aren't actually in the NES pallet and used far too many 4-color pallets (Oil had 10!), so some consolidation was required.  Where possible I tried to split the difference between consolidated tile groups, hence the blue pipes and green buckets in Oil became teal and the mint green and olive green bricks in time became just sort of neutral green.

Why are so many of these tiles so flippin' huge?  The skybox for Oil especially is just stupid big.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 17, 2012, 01:49:47 AM
Found a "lets play" of powered up and used that as reference to make a few more changes to time and oil.  I think they actually look much more like the actual game then they did before, even with stricter color limitations.  Added a few more frames to smooth out some of time's animations and recolored the oil barrier actors to better match the stage (whose idea was purple oil, anyway?)
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 19, 2012, 11:14:53 PM
Wily stage 4 is up.  The first draft was just painfully gaudy so I replaced all the green with browns and replaced the light blue with a more greyish blue.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 23, 2012, 03:47:00 AM
First of the DOS expansion tilesets is up, Dyna Man
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on January 23, 2012, 04:11:59 AM
Ooh, I didn't even notice! Nice work on this, NemZ! I especially like the control panel and the crate.

Jus to make sure I ain't crazy, that's not a suzy in the bottom right corner, correct?
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on January 23, 2012, 04:29:21 AM
Quote from: "Star Dood"
Just to make sure I ain't crazy, that's not a suzy in the bottom right corner, correct?
I'll confirm it for you, Dyna's stage had Conveyor belts near the beginning, thats the interiors, and the ones above them are the sides.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 23, 2012, 05:28:48 AM
If you mean your other right, then yes those 8 and the two striped ones above them are all tiles for an animated conveyor belt.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on January 23, 2012, 08:49:53 PM
Bleh. Right.

Thanks for this NemZ, I really appreciate it! Mind if I add this to the expansion page?
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 23, 2012, 08:57:12 PM
Why would I mind?  It's for the expansion, afterall.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on January 23, 2012, 09:02:16 PM
Hmmmm

Well, isn't this interesting... I just found a Volt Man tileset on Deviantart.

It looks pretty good, but I'm not an expert on this thing...

(http://img210.imageshack.us/img210/8252/voltmantilesheetbyerikr.gif) (http://imageshack.us/photo/my-images/210/voltmantilesheetbyerikr.gif/)

Even though there's a massive amount of blue, I don't THINK it breaks color rules. Would you recommend using this NemZ? It'll save you work in the long run, but if you think you can do better (which I'm certain you can) you can do your own. I'm just wondering if we could use this as a placeholder for right now.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on January 23, 2012, 09:07:17 PM
Quote from: "Star Dood"
Hmmmm

Well, isn't this interesting... I just found a Volt Man tileset on Deviantart.

It looks pretty good, but I'm not an expert on this thing...

(http://img210.imageshack.us/img210/8252/voltmantilesheetbyerikr.gif) (http://imageshack.us/photo/my-images/210/voltmantilesheetbyerikr.gif/)

Even though there's a massive amount of blue, I don't THINK it breaks color rules. Would you recommend using this NemZ? It'll save you work in the long run, but if you think you can do better (which I'm certain you can) you can do your own. I'm just wondering if we could use this as a placeholder for right now.
Erik Red was making his own remake of the game (those really really tiny Volt Man sprites are what he was going to use) So thats based off his version of the stage. Its hard to tell but I think some parts are missing from it such as the electrodes in his boss room, also those lowers ones are nowhere to be found in game if I recall.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on January 23, 2012, 09:09:06 PM
You mean the computer/circuit board greeble on the bottom?

I remember hearing about a project in which they would remake the Mega Man PC games... Didn't think they would make original tiles for it.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 23, 2012, 09:41:15 PM
It's not horrible.  It's just the typical mistake a lot of people make, like the FC proects; the individual tiles are fine, but as a set there are way too many pallets.  To be fair it might still be okay, but that depends on how they were going to be used... some palette-swaping is definately going on the bottom, for example.

You get one background color (usually black) and four 3-color palettes (with a 'clear' color so the background shows through), and another four 3-color palettes to use for sprites.  Some of the later games got around this by changing the palette at some point and reusing tiles with a new color scheme (see the red/green traincars in Charge man, or the green/purple columns in Wind man, and it's also the reason why some enemies like big eyes change colors between stages), but that means they should never be on the same section of the map.  They also occasionally set a palette aside for just a water effect or something, and cycled the colors rather than cycling the tiles (napalm man and pump man come to mind, and it's also the reason 1-ups flash when you use a charge shot).  Occasionally they'd get really desperate and layer sprites on top merely for colors, but that's a bad idea in mega man games as every RM (including mega of course) is already at 2 or even 3 layers of sprites just standing still.  The NES could only handle 8 sprites in a given line, so add enemies and a few shots and you can quickly cause sprite flickering errors.  Incidentally, that's also why large bosses and minibosses fight you in rooms with just a flat black background... most of the boss is actually made of background tiles.  If you quickly use the menu/pause the sprites flash away and you can see what's made of what.

...Ahem.  

So yeah, I'm a purist.  That restriction is what makes it hard, but the challenge of working around it is what makes this stuff fun.  Its part art, part puzzle.

Edit:

I looked through this guy's stuff, and while he does definately break the palette rule he has some interesting ideas about color choices.  I'll keep those in mind going forward.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on January 23, 2012, 10:13:54 PM
All right, thanks for the information. I'll keep this in mind should I find any other DOS 8-bit tilesets.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 25, 2012, 06:59:13 AM
Sonic is up.  I tried it with purple rocks like eric's tiles but the radiatioactive waste barrels just didn't look right like that, so made the big pipes a bit more purple instead.  Could have just used the same rocks from the last one (they are the same in the game) but meh, that's boring.

Also did some touch-ups on the dynaman sheet, mostly on the conveyor belts and making the rocks less smooth and rounded.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on January 25, 2012, 09:04:27 PM
Ooh, thanks, NemZ! This and Volt Man's stage look to be the more interesting of the original three. I like the big entry circles, too.

Is this stage some sort of sewer treatment facility? I'm never sure of whatever it is...
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on January 25, 2012, 09:14:13 PM
Sonic was a sewage treatment like facility.
Volt was a power plant.
Dyna was a mine/warehouse/lumbermill.
Bit was an oil rig.
Shark an ocean.
Wave a tanker ship.
Oil an oil refinery.
Blade a water treatment facility like place.
and Torch a sewer.

So yea, I'd think you are right on that.

Btw Nemz, I recall there being a fan near the start of his stage, which tile is that if you added it?
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on January 25, 2012, 09:16:54 PM
Bit was an Oil Rig? I thought he was on some sort of giant mountain fortress.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on January 25, 2012, 10:00:40 PM
The blue spinning thing in center of the stage was the drill, also notice Bit, Wave and Oil's stages were filled with oil tanks.
Its my believe the three worked for a company named "Oil Co." (as evident by Oil's stage). Bit worked on the rig, Wave worked on the tanker that brought the oil to mainland and Oil worked in where the oil was refined.

Back to Nemz's textures though. Will clouds for Volt's pallete be for background only or walls also like the bushes in Slash's stage for running through?
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 26, 2012, 12:34:15 AM
Nope, I skipped the fan since I figured that if it was used it would likely be an actor placed as a trap in one of the 'tubes' rather than just a background (same reason I skipped all the assembly line thingies in Dynaman's stage).  Would be easy enough to make one behind a grate though.

Translucent clouds around the towers (or fog at the bottom of the hydroelectric dam?) could be interesting, sure.

And yeah, there's definately a weird connection going on in MM3DOS.  Are they pumping oil into a suburban sewer and planing to just blow the whole place up?
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on January 26, 2012, 01:21:37 AM
Quote from: "NemZ"
1) Nope, I skipped the fan since I figured that if it was used it would likely be an actor placed as a trap in one of the 'tubes' rather than just a background (same reason I skipped all the assembly line thingies in Dynaman's stage).  Would be easy enough to make one behind a grate though.

2) Translucent clouds around the towers (or fog at the bottom of the hydroelectric dam?) could be interesting, sure.

3) And yeah, there's definately a weird connection going on in MM3DOS.  Are they pumping oil into a suburban sewer and planing to just blow the whole place up?

1) Ok good idea for both.
2) Thanks, also something that could be used in updated Air Man themed maps later.
3) I take it thats just where they were when they got taken control of.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 26, 2012, 02:17:12 AM
added fan tiles and broken pipes for steam traps.   :mrgreen:
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 28, 2012, 11:48:16 AM
Volt man is up.  I suspect the clouds might be more annoyance than they're worth, but I suppose we won't know until somebody builds a map with them.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on January 28, 2012, 02:13:34 PM
Oh, this tileset is heavenly. The "high voltage" sign really puts the icing on the cake! I'm also a fan of those spiderwebs... Nice work on that!

Hmm, perhaps that allows those spiders to crawl around the map? Though I'm not really a fan of the enemies in that game... They're all just animals.

But I digress. Thanks, NemZ, I really appreciate the work you're putting in to these tiles.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 28, 2012, 07:53:15 PM
Agreed, the PC game's enemies are all lame.  Maybe replace them with the little crawler things from the real mm3?  They could be coded the same as the turtles from the mm7 pack, just re-skinned and perhaps recolored brown/red.

...and yeah, I was particularly happy with how well that sign turned out.  :D
Title: Re: NemZ's tileset emporium
Post by: Galaxy Sisbro on January 29, 2012, 06:25:53 PM
You can make the enemies have robotic-esque styles, considering that most of the enemies in classic megaman are based of animals particularly.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on January 29, 2012, 07:13:09 PM
^ This. I was actually thinking that guy who made the tile set Star linked a while back for Volt also made the enemies from his stage, they weren't the best but he edited the spiders from Megaman Zero into 8bit and recolored them into the spider's from Volt's stage.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 01, 2012, 11:36:54 PM
added the new tiles to powered up oil
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on February 02, 2012, 02:50:42 AM
So, NemZ, any idea of what stage is planned next?
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 02, 2012, 04:19:19 AM
Shark   :mrgreen:
Title: Re: NemZ's tileset emporium
Post by: Russel on February 03, 2012, 01:27:27 PM
NemZ, while I feel most of your work is good, I feel I should mention

Don't put semi-transparent tiles on tilesets!

The reason? well, they can't be placed as transparent, they have to be made transparent on the actual map
So Trans textures would just show up as either full or not at all.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 03, 2012, 07:11:36 PM
Huh, news to me.  I guess I have a few updates to make then.

Elec_PU, Ice_PU, Astro_&B and Volt_Dos have been reuploaded without the semi-transprent effects.  If I missed any others, please let me know.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 05, 2012, 10:28:48 AM
Shark is up.  Required lots of transitional tiles, blending one texture to the next... should be interesting to see what can be done with that, how smooth it ends up looking.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on February 05, 2012, 04:08:58 PM
I can see why this took a while- this looks great! The little pirate ship details are really cool.

Hopefully some good mappers will bring these tiles to life!
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 06, 2012, 07:14:52 AM
made a couple of tweaks to Dyna Man's stage, mostly messing with the lava/chemicals/whatever.  Next to all those other stages it was looking kinda unloved.   :lol:
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on February 06, 2012, 06:03:55 PM
Wonder if this may help you, its kinda jumbled.
(click to show/hide)
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 06, 2012, 09:10:19 PM
Quote from: "fortegigasgospel"
Wonder if this may help you, its kinda jumbled.

Eh, I think it's more useful to see the stage as a whole, how the parts all fit together.  That and I'm trying to more or less make my own spin on things rather than just copying what the game did, especially since so much of it was just crappy or blatantly reused for multiple stages.  Thanks anyway.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 13, 2012, 02:42:47 PM
Wave is done.  I thought it was silly to have the engine cylinders visible as that would make them broken, but the camshaft makes sense as a background.  

Seriously though, why is there so much water/lava/ooze/whatever in these stages?  Holy crap that's going to be a lot of palette swaps on the liquid tiles.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on February 13, 2012, 09:13:46 PM
Those crankshafts are going to look sexy in that map.

Thanks again, NemZ! Nice work as always!
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 13, 2012, 10:24:26 PM
For realism's sake it would be good to make 4 different animation loops with those tiles that start at different points so that when put in a line it actually looks correct.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on February 13, 2012, 10:27:00 PM
Good point, but we might just do two different sets.

Interesting propostition though...
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 13, 2012, 11:10:35 PM
I went ahead and put them together in a staggered line to make it easy on you.  It would probably be best to have these set back a block from the surrounding engine room walls and with a railing to keep people out of there.
Title: Re: NemZ's tileset emporium
Post by: verifiaman on February 14, 2012, 03:31:07 PM
Could you do a megaman zx or zero tileset?
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 14, 2012, 05:42:08 PM
Actually when I finish the dos games the next request on my list was for something from zero 3, though I'm not sure if that's still needed or not.  I'll have to check.

I'm not adverse to doing zero or zx tiles, though I'd be much more likely to do so if it was part of a project that seemed to actually be going somewhere.  For the most part classic games have a lot more going for them, if nothing else then just because they feel like they belong with the rest of the game as-is.
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on February 14, 2012, 07:08:11 PM
How about some Battle Network tilesets-- *shot*

I'm really digging those PC sheets though. Keep up the good work!

On a more serious note, how good are you at custom spriting? I'd like a volcano if that isn't too much trouble.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 14, 2012, 07:47:26 PM
a volcano?  ...why?
Title: Re: NemZ's tileset emporium
Post by: verifiaman on February 14, 2012, 07:48:26 PM
Quote from: "NemZ"
Actually when I finish the dos games the next request on my list was for something from zero 3, though I'm not sure if that's still needed or not.  I'll have to check.

I'm not adverse to doing zero or zx tiles, though I'd be much more likely to do so if it was part of a project that seemed to actually be going somewhere.  For the most part classic games have a lot more going for them, if nothing else then just because they feel like they belong with the rest of the game as-is.

Well that's a shame. it would be cool to see the zx series in a retro form.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on February 14, 2012, 07:51:24 PM
Quote from: "verifiaman"
Quote from: "NemZ"
Actually when I finish the dos games the next request on my list was for something from zero 3, though I'm not sure if that's still needed or not.  I'll have to check.

I'm not adverse to doing zero or zx tiles, though I'd be much more likely to do so if it was part of a project that seemed to actually be going somewhere.  For the most part classic games have a lot more going for them, if nothing else then just because they feel like they belong with the rest of the game as-is.

Well that's a shame. it would be cool to see the zx series in a retro form.

Look into Megaman Ancient. It was a mini game in ZX Advent of ZX's Area A in 8-bit, and extract those tiles, there, you have some ZX.
Title: Re: NemZ's tileset emporium
Post by: verifiaman on February 14, 2012, 07:54:05 PM
I meant  stuff like the highway, area f the lake, the power plant. I probably should have been clearer.
Title: Re: NemZ's tileset emporium
Post by: Russel on February 15, 2012, 01:23:53 PM
Smash bro wants a volcano because he needs sprites for the volcano cannon from BN 3 if I am correct
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on February 15, 2012, 02:13:52 PM
actually I wanted a volcano background thing for that game I'm making but the volcano cannon would be 96 times better

however this is a tileset thread so I doubt Nemz would do a volcano cannon thing, no matter how awesome it would be
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 15, 2012, 02:40:33 PM
I am confused.  Please insert info.
Title: Re: NemZ's tileset emporium
Post by: Korby on February 15, 2012, 08:29:00 PM
He's making a SHMUP game and would like a volcano background for it, I think.
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on February 15, 2012, 08:55:04 PM
Pretty much.

Though, I could just take the mountains from Skull Man and use them as a base, which would probably work better since it would be in the same graphical style.

Never mind, sorry for bothering you.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 15, 2012, 09:41:27 PM
no biggie.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 20, 2012, 02:45:23 AM
oil is done.  I messed around with the pallette a bit so it was a little less flat and gaudy.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on February 20, 2012, 04:12:37 AM
Nargh why does every single stage have some form of water in it

I love the Oil Co. insignia on the oil silos. Nice work as always!
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 20, 2012, 10:59:49 AM
Quote from: "Star Dood"
Nargh why does every single stage have some form of water in it

I know, seriously!  Every stage in these games has either water, oil, lava, or some sort of green ooze somewhere.  Even Bitman should have water for the 'ground' below the play area even though it's not a tile in the actual stage because it's supposed to be an offshore drilling platform.

The key to not letting it get boring is going to have to be to get somewhat creative with water/fluid use.  My suggestions:

Low but constant damage - Wily
Instagib (hazards within the play area) - Dyna
Instagib (acting as stage borders to keep players on the ship/platform) - Bit, Wave
Full stage low gravity effect - Shark
Underwater areas - Blade
Underwater areas + directional currents from fans - Sonic
Underwater areas + strong conveyor effect in shallow areas - Volt
Shallow, decorative use only - Torch
Quicksand effect - Oil

Oh, and I went back and added more detail to the skyboxes on several maps.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on February 20, 2012, 02:42:58 PM
Wave Man's skybox is now 30% cooler.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on February 20, 2012, 04:09:54 PM
Quote from: "NemZ"
Quote from: "Star Dood"
Nargh why does every single stage have some form of water in it

I know, seriously!  Every stage in these games has either water, oil, lava, or some sort of green ooze somewhere.  Even Bitman should have water for the 'ground' below the play area even though it's not a tile in the actual stage because it's supposed to be an offshore drilling platform.

The key to not letting it get boring is going to have to be to get somewhat creative with water/fluid use.  My suggestions:

Low but constant damage - Wily
Instagib (hazards within the play area) - Dyna
Instagib (acting as stage borders to keep players on the ship/platform) - Bit, Wave
Full stage low gravity effect - Shark
Underwater areas - Blade
Underwater areas + directional currents from fans - Sonic
Underwater areas + strong conveyor effect in shallow areas - Volt
Shallow, decorative use only - Torch
Quicksand effect - Oil

Oh, and I went back and added more detail to the skyboxes on several maps.

Thats actually good ideas. Though maybe swap what the Lava in Dyna's stage does and Acid in Wily, cause the lava wasn't instant death but the acid killed you even if you were invincible.

Maybe add a touch of Flame Man style oil to bit's? There were fires in his stage under some oil drips. Or just make fire act like spikes as an actor.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 23, 2012, 04:09:59 PM
Torch is done.

Thinking about redoing the sky on oil... just looks too flat, though I'm not sure what to do with it yet.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on February 23, 2012, 04:25:57 PM
Like the poo water look. Now I can change the textures for my map once I figure out how to use them. ^^;

Just 3 more to go looking forward to Bit, Blade and Wily.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on February 23, 2012, 10:07:49 PM
You seem to have done a few fixes on Oil's tileset, and I must say it looks great! I actually am a fan of the skybox shown now, but if you want, go right ahead.

Bit is the one that shall interest me most... That spinning drill thingy will look awesome in the map, I'm sure!

Nice work on Torch, by the way. but I don't see the moving truck tiles, hnnng
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 23, 2012, 10:15:11 PM
Quote from: "Star Dood"
but I don't see the moving truck tiles, hnnng

I'm not sure if we need them yet, and if so I'll need to know exactly how big the walls that need covering are since that will have to be a complete custom texture like the house.

And yeah, I already took a second pass over the oil tiles.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 26, 2012, 06:54:25 AM
Bit is up.  Not too many textures for this one... probably needs to be a fairly small stage or several small stacked layers.  Top of the rig, inside the rig, and catwalks under it?  Could be nifty.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on February 26, 2012, 07:22:25 AM
Hm, just a thought, maybe make a tanker and an oil rig texture, to use as background in the other stage?

For instance in Bit's map off in the distance you can see the tanker, and in Wave's you can see the rig.

Also that sounds like a good idea for the layout.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 26, 2012, 07:33:51 AM
hmm.  I don't know... there's definately some kind of pattern going on in dos3.  like how at the end of oil it uses the same tunnel textures as torch, and the same thing at the beginning of blade.  I've actually been trying to change the colors a bit on each and limit how often I just copy textures from one to the next to break that up since it doesn't seem to serve any real purpose.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on February 26, 2012, 03:42:05 PM
Yea I noticed it while looking at Torch's stage map. Every map has an "entrance" which you can't get to, sorta showing the player how you get there (since there is no visible evidence that Megaman can teleport).  I figured being able to see the tanker and oil rig off in the distance would be a nice visual touch.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on February 26, 2012, 03:42:55 PM
*looks at Bit's textures*

Aw, shucks. You forgot to add the "JUMP" sign.

Very good work though, and I'll agree that there wasn't much to go off of... though it sure did seem like there would be a lot of textures for him. Suprisingly I feel a bit underwhelmed at Bit's textures (not at your quality of work, which is top-notch as usual), since I was actually rather excited for a large sheet... oh well.

But do you mind adding the JUMP sign that appears at the end of his stage? Thought it would be a neat little easter egg to add.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 26, 2012, 05:06:21 PM
Quote from: "Star Dood"
But do you mind adding the JUMP sign that appears at the end of his stage?

Heh, I didn't even notice that.  Added!  (the 'open hole' signs are just stupid though, so screw them.)
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on February 26, 2012, 05:09:45 PM
Ah, that looks much better.

Thanks again! Can't wait to see those last two tilesets!
Title: Re: NemZ's tileset emporium
Post by: HD_ on March 16, 2012, 07:39:43 PM
I know this is a bit of a bump, but could you do RM4MI tilesets? (inb4 they don't exist and someone finds out why I'm asking)
Title: Re: NemZ's tileset emporium
Post by: NemZ on March 16, 2012, 11:23:06 PM
What new tiles would that be?  I think all tiles from that hack are just taken from other megaman games, mostly MMV.
Title: Re: NemZ's tileset emporium
Post by: HD_ on March 16, 2012, 11:39:00 PM
Actually, I wasn't sure. Could someone verify there are no new tiles in MI please. (Unless you are sure about it NemZ, in which case nvm)
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on March 16, 2012, 11:47:16 PM
Quote from: "Human Destroyer"
Actually, I wasn't sure. Could someone verify there are no new tiles in MI please. (Unless you are sure about it NemZ, in which case nvm)
I have the hack I'll get back to you, I'm pretty sure he is right.
Title: Re: NemZ's tileset emporium
Post by: Knux on May 10, 2012, 08:58:00 PM
Nemz, I don't know if you take requests but I don't know where to ask. You know the flashing red and blue lights on MM10's Punk level? I need those animation frames but I can't find them anywhere, nor am I confident I can replicate them near decently. Could you help me?
Title: Re: NemZ's tileset emporium
Post by: Shmeckie on May 11, 2012, 07:26:12 AM
And also the flashing purple backdrop in the background of most of Punk's stage in MM10.
Title: Re: NemZ's tileset emporium
Post by: NemZ on May 14, 2012, 11:00:48 PM
Sure, doesn't look too difficult.  When I finally finish up the DOS stuff I'll do that next.
Title: Re: NemZ's tileset emporium
Post by: NemZ on May 20, 2012, 08:32:04 AM
blade is finally done.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on May 20, 2012, 02:30:36 PM
Hooray! All Robot Masters have been completed. I'm loving the color you're putting into it- nice and bright greens and tans while also keeping the drabber side with the walls and such.

It's gonna be fun trying this map again. Thanks for all of your hard work, NemZ! I'm going to see to it that we will be the first expansion to feature your awesome tilesets. Or second, if those PU guys ever get off their butts and release a new version. Whichever comes first.

Can't wait for that Wily Stage!
Title: Re: NemZ's tileset emporium
Post by: NemZ on May 21, 2012, 07:26:36 AM
Added the car for Torch.  Nothing fancy, but it should suffice if you set it up right.

4w x 8l x 3h, two 45* slopes for windshields (it should be bigger than needed so there's wiggle room for the extra slant length)
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on May 21, 2012, 05:48:10 PM
Quote from: "NemZ"
Added the car for Torch.  Nothing fancy, but it should suffice if you set it up right.

4w x 8l x 3h, two 45* slopes for windshields (it should be bigger than needed so there's wiggle room for the extra slant length)
I'll make use of it when I get around to doing it. Thank you.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on May 21, 2012, 10:27:29 PM
Pardon me for asking, but what are those tubes with the black ovals on them in Blade Man's tileset for? I'm confused on what they're supposed to be.
Title: Re: NemZ's tileset emporium
Post by: Russel on May 21, 2012, 11:11:26 PM
The player swam through tubes in Sharkman's stage in the actual game, I think those could be used in quite an interesting way...
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on May 21, 2012, 11:38:52 PM
Quote from: "Star Dood"
Pardon me for asking, but what are those tubes with the black ovals on them in Blade Man's tileset for? I'm confused on what they're supposed to be.
Blade has points where you were in tubes so they had "holes" in them for you to see inside.
Title: Re: NemZ's tileset emporium
Post by: NemZ on May 22, 2012, 02:05:30 AM
Yeah, in the game you're swimming through tubes that are cutaway to see inside, which wouldn't make much sense from a 1st person view so I mixed it up a bit.
Title: Re: NemZ's tileset emporium
Post by: Shmeckie on May 30, 2012, 10:25:07 AM
So am I to assume the Punk stuff is next, or is anything else on the queue?
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on May 30, 2012, 02:56:54 PM
He has to finish DOS Wily's tiles first, and apparently he had some Zero 3 thing to do.

Given the size of yours though, it's likely to be done next.
Title: Re: NemZ's tileset emporium
Post by: Shmeckie on May 30, 2012, 06:07:27 PM
Ah, forgot about DOS Wily. Dunno why, I played MM3DOS...
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 01, 2012, 10:55:23 AM
Wily is done.  it's a Technicolor nightmare, but such is life.  Thinking of reworking Oil somewhat before I call it a day on this expansion though; that stage just wasn't looking good.

When I'm satisfied with that I'll do the punk stuff since it should be quick and easy.

After that, no promises.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on June 01, 2012, 02:43:57 PM
Really good job, I like how you also included side view for the acid.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on June 01, 2012, 04:05:08 PM
The stage sure looks ugly, that's for certain, but everything looks pretty cool. And that's the last stage, too! Yipee!

A humongus thank you to you, Nemz! All the tiles look incredible, and this expansion would have gone nowhere without these!

I'll probably have to ring you up again for Rockman & Forte 2, since you did such an incredible job with these ones. I'll let you know when I need them. Thank you Nemz! This will help our mappers very much.

even though there's only like two but whatever
Title: Re: NemZ's tileset emporium
Post by: Gumballtoid on June 01, 2012, 04:50:30 PM
I must admit, those Wily tiles are impressive.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on June 01, 2012, 06:58:10 PM
Quick thing: That control box tile looks awfully familiar... Any relation to the one in Drill Man's stage?
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 02, 2012, 05:31:09 AM
Quote from: "Star Dood"
Quick thing: That control box tile looks awfully familiar... Any relation to the one in Drill Man's stage?

control box... you meant the 'hub' for the background wires and such?  Looking up drill real quick I note there was some sort of thing like that in the background now and then, though much less blocky than this one.  also sort of vaguelly similar to the mechanical things inside the tube in Crystal man's stage.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 02, 2012, 12:12:32 PM
expanded Oil a bit and tweaked the colors... hopefully that makes it a little less of an eyesore.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on June 03, 2012, 03:20:23 AM
I like the new fence texture.

What the hell are all those red ones for though? As it stands, I don't have any plan to have oil silos you can get into. Perhaps it will be implemented in later versions.

And I also noticed some sand texture I think, along with some concrete of varying colors... Any idea what the sand is used for?
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 03, 2012, 06:41:13 AM
Red?  That's a creamy orange, man... check your monitor calibration.  I added those so you didn't have to make every pipe gray, to give it a little more life overall without getting too colorful; it is still an industrial site, after all.  If you get creative you could even mix the tiles to add colored stripes around the silos, probably most 'authentic' to put them almost but not quite at the top.

Or did you mean the bricks?  I thought a dark red would work better than purple with all the new orange stuff.

Added the sand/gravel/concrete/whatever tiles for outside use, where you had grass last time I saw it.  As to 'what it's for'... a lot of this I'm just making up;  the first version was more true to the actual game but it looked too bland.

It's the same story with the brick work throughout the expansion.  The actual game uses the same damn white and green brick tiles over and over again on nearly every stage, so I recolored them in some and made smaller or worn brick variations for a few stages just to break up the monotony.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 03, 2012, 08:01:36 AM
Oh, and those punk tiles are done.  Strangely enough mm10 doesn't actually use nes palette colors for that stage, so I substituted in the closest match.  Perhaps it's based on a combination of super gameboy palettes?
Title: Re: NemZ's tileset emporium
Post by: Knux on June 03, 2012, 10:16:39 PM
Looking great, Nemz. I'll get to placing them in Shmeckie's map later. Thank you!
Title: Re: NemZ's tileset emporium
Post by: Shmeckie on June 04, 2012, 12:38:21 AM
Those aren't in the map.

We already have everything we need but the animated stuff, and thanks to NemZ, now the stage is perfect.

Gumball; you totally need to finish your Enker map so we can have the full MM Killer trifecta!
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on June 04, 2012, 05:00:56 AM
Those look really cool, NemZ. I still can't tell if you made or ripped them, they look that official.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 04, 2012, 07:05:01 AM
I did just rip this time, actually.  I mean why do it from scratch when you don't have to, right?

I found a fairly good source photo on this so I image hacked out the tiles, color corrected to match the nes pallette, and then fired up the level on my wii and just stood around for a while to figgure out what the animation was doing.  So all together I only actually 'made' about 2/3 of these, and most of that was really simple changes from the base tiles... all of which is why I got it posted up here in a single day.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 08, 2012, 08:37:59 AM
So... MM&B2.  Bit of a mixed bag, really.  On the one hand the tiles are generally pretty damned cool, lots of nifty details, and despite being a slightly different aspect ratio they were still fairly easy to rip and resize.  On the other, there's hardly any of them... entire stages just use the exact same tiles over again and most areas only have like 8-12 tiles total, though I tried to stretch that as much as I could.  None of them really offer much for skyboxes either.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on June 08, 2012, 08:44:31 PM
Welp, better then my black and white ones. Great job.
Btw, Aircon's stage took place underwater.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on June 08, 2012, 08:49:17 PM
Wow, that looks pretty cool.

Are you going to revamp them into 8-bit eventually?
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 09, 2012, 01:04:28 AM
Quote from: "fortegigasgospel"
Btw, Aircon's stage took place underwater.

...it did?  I thought it was a desert, hence why someone would really want AC there.

Quote from: "Star Dood"
Are you going to revamp them into 8-bit eventually?

Huh?  They are in 8bit.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on June 09, 2012, 01:14:51 AM
They are? Huh. They look a little different from NES textures... You know the game was made on the Wonderswan, right? It was a different scale from the NES Megamans.

Then again, this polishes off a huge part of R&F2, so thanks! gee all you need now is Rockman Strategy and the Genesis Unit and you've covered all obscure the games
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on June 09, 2012, 01:48:58 AM
Quote from: "NemZ"
Quote from: "fortegigasgospel"
Btw, Aircon's stage took place underwater.

...it did?  I thought it was a desert, hence why someone would really want AC there.

Wiki
Quote
Even though Aircon Man is an air-themed robot, his stage is set underwater.
Also you fight sharks and jelly fish in his stage, along side the water effects.  The upper area where the background you used is above the water.  Possible mountains or an oasis.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 09, 2012, 02:08:55 AM
Quote from: "Star Dood"
They are? Huh. They look a little different from NES textures... You know the game was made on the Wonderswan, right? It was a different scale from the NES Megamans.

Yeah, I know.  Like the GB games they're actually built on an 8x8 grid but tend to be used in combinations like 24x16 or such, so in some places I had to stretch or squish things a little to make them fit the NES sizing... all of the ladders, for example.  Mostly though I think they just look different because they used a much grainier shading style to sort of fake having more shades of grey to work with.

I did a quick makeover on Aircon to make it feel underwater-ish.  That actually freed up the color palette that was only used for the sky so I used that to add a little more variety of rocks.

Anything else look like it needs different coloring?  I wish I had a better idea of what to do with Dangan and Clock since neither of them actually look like anything and they use exactly the same tilesets.  Same with Compass and Konro, though at least Compass added the 'outdoor' background.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on June 09, 2012, 03:26:03 AM
Quote from: "NemZ"
I did a quick makeover on Aircon to make it feel underwater-ish.  That actually freed up the color palette that was only used for the sky so I used that to add a little more variety of rocks.

Anything else look like it needs different coloring?  I wish I had a better idea of what to do with Dangan and Clock since neither of them actually look like anything and they use exactly the same tilesets.  Same with Compass and Konro, though at least Compass added the 'outdoor' background.
I'm actually coming up with an idea for a map for Clock. Maybe add arrows for the points in his stage that one of his Gimmicks kicked in.  I don't wanna spoil it for people who don't know what that is.  :cool:
As for Compass, maybe conveyor belt tops? I don't think I see any. I know I see the side opposite from the belt.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 09, 2012, 04:38:31 AM
Conveyor belts?  Arrows?

I'm going to have to find a walkthrough vid or something.  I have no idea what you're talking about... I just found pictures of the stages and ripped the textures.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on June 09, 2012, 04:48:03 AM
Quote from: "NemZ"
Conveyor belts?  Arrows?

I'm going to have to find a walkthrough vid or something.  I have no idea what you're talking about... I just found pictures of the stages and ripped the textures.
Arrows in Clock Man's stage (spoiled for size)
(click to show/hide)
And from your textures the conveyor belts in Compass'
(http://i.imgur.com/MxHf9.png)
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 09, 2012, 06:28:49 AM
I added some tiles to support a few of the gimmicks after seeing how the game actually plays.

So there are 3 games that use the MM8 soundtrack?  Capcom can be SO cheap sometimes.
Title: Re: NemZ's tileset emporium
Post by: Ivory on June 09, 2012, 07:22:33 AM
Huh? RM&F2 uses MM&B's soundtrack. Which is unique and not MM8's soundtrack.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 09, 2012, 07:59:25 AM
Guess I haven't played 8 in so long that I forgot what it sounded like.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 14, 2012, 03:36:57 AM
Did some quick ripping work on MMGB2 tiles for the "gameboy map pack"

I also finally got back to working on the Wily Wars set I started forever ago.  I'll probably only do full sets for MM1 and Wily Tower... the rest will be just small add-on packs for the existing tiles as they weren't changed nearly as much.  Still, imagine Airman stages that actually have some variety!
Title: Re: NemZ's tileset emporium
Post by: Shmeckie on June 14, 2012, 03:39:36 AM
NemZ, you are cool people, my man!

The tiles look fantastic, by the way!
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 09, 2012, 11:28:25 AM
Doing some Wily Wars stuff for the hell of it.
Title: Re: NemZ's tileset emporium
Post by: Knux on August 21, 2012, 03:19:58 PM
Hey Nemz, do you plan on making more textures from Megaman X1 sometime? If so, you think you could try Flame Mammoth's stage?

Oh and by the way, I was wondering if I could use your Storm Eagle tileset to make a map. Would that be alright?
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 21, 2012, 06:17:46 PM
Sure, go right ahead.  That's what they're here for.   :cool:

Eh, I might do more x stages eventually.  It's not impossible.  I'm definately more likely to do so if someone is actually going to use it for something.  I mean the Wily Wars stuff I'm doing just because I want to, mostly because some guys like Elecman and Air REALLY need some alternatives to their astoundingly bland official looks.

I mean it sure would be nice if ANY of the projects I've helped out would get their shit together and release already... you know, make it feel like I'm not just completely wasting my time?  Just a thought.
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on August 21, 2012, 06:39:53 PM
If you don't mind, maybe some Battle Network tiles? Stuff like the houses in ACDC, vending machines, posters... just random real-world stuff.

of course I am a squid man so you don't have to rush to work immediately :ugeek: but just a thought
Title: Re: NemZ's tileset emporium
Post by: Knux on August 25, 2012, 04:42:45 AM
Uhh, Nemz, I don't get some of the tiles. Such as those green pieces with some transparency on them. Maybe I should go and play X1 again...  :?
Title: Re: NemZ's tileset emporium
Post by: Korby on August 25, 2012, 07:14:55 AM
(click to show/hide)
I could be wrong, but they appear to be where the moving platforms are
Title: Re: NemZ's tileset emporium
Post by: Knux on August 26, 2012, 03:24:22 AM
Thank you, Korby. This will be useful for me knowing how to piece together the textures. I don't think I want to try the platforms, though. The layout I'm making won't need them, and they also look difficult to make.

I had been been using Magnet Man textures as placeholders in the meantime. Have some screenies:
(click to show/hide)
Back to work now.  :ugeek:
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 29, 2012, 01:53:13 AM
Yes, that's exactly what the green bits are supposed to be.  Mostly I figgure they'd be used as 'fence' walls just to give the place some different textures here and there on the horizon other than the skybox without having to bring the level inside.
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 31, 2012, 11:28:13 PM
Be sure to check the update I just made to those Storm Eagle textures before you get too far into it.  Looks like I forgot to remove the transparency on the windows earlier, which apparently doesn't work right on textures unless they are created opaque and then made transparent in the level editor.
Title: Re: NemZ's tileset emporium
Post by: Knux on September 01, 2012, 07:40:22 PM
Right, thank you. I'll be sure to get them next weekend as I didn't go home for this one. argh

EDIT: Plot twist.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 02, 2012, 10:14:11 PM
Quote from: "SmashBroPlusB"
If you don't mind, maybe some Battle Network tiles?

Missed this comment earlier.  

I'm not a fan of the battle network/starforce stuff (or legends for that matter) so that's not at all likely to come from me.  Maybe ask TheDoc to help you?
Title: Re: NemZ's tileset emporium
Post by: Knux on September 02, 2012, 11:28:06 PM
You know, it would be nice to have the pillar platform that has the cannon enemy on it. Think that's too much trouble? I can do with the pipes if so. A wide of 64 would be just great.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 03, 2012, 06:58:23 AM
I thought those would be actors since they move, but sure, no biggie.  Wouldn't they actually be 32x32 though (64x64 only after the usual resolution doubling)?

...and yes, I'm considering doing all of X1 now.   :mrgreen:
Title: Re: NemZ's tileset emporium
Post by: Knux on September 03, 2012, 07:07:35 AM
Well, yes, but I wanted them to be 64x64 so they end up 128x128 because of the size of the platforms I made in the map.
Quote from: "NemZ"
...and yes, I'm considering doing all of X1 now.
Awsum sauz.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 03, 2012, 08:08:00 AM
Well I made a 32x32 version, and that already included making most of it bigger than the actual game.  64x64 would be a bit much I think, though it should look okay tiled.  Storm Eagle is in it's own subfolder now.
Title: Re: NemZ's tileset emporium
Post by: -FiniteZero- on September 03, 2012, 04:23:30 PM
*is shy*

Er, um... Hi. I've been planning to do a Scrap Brain zone skin, but the only 8-bit textures are the game gear games, and those tend to use more colors than the NES can allow. Could you perhaps maybe help me out?
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 03, 2012, 06:21:36 PM
...what's a scrap brain zone?
Title: Re: NemZ's tileset emporium
Post by: Ivory on September 03, 2012, 06:30:55 PM
http://sonic.wikia.com/wiki/Scrap_Brain_Zone
He meant this stage from Sonic the Hedgehog 1
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 03, 2012, 08:42:36 PM
Sonic?  I'm not a fan, so nope.  

Well, scratch that.  I'm a freelance graphic designer so if you want to hire me at my usual rate of $30/hour then I'll do whatever you want right away.  If you want it for free though it has to be something I actually care enough about to find it interesting, and then it's also just something I do in my spare time so I'm in no real hurry.
Title: Re: NemZ's tileset emporium
Post by: Knux on September 04, 2012, 03:26:26 PM
I just wonder what you're up to now, Nemz. You box of chocolates. :ugeek:
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 06, 2012, 05:59:47 AM
You already know the answer to that.   :mrgreen:
Title: Re: NemZ's tileset emporium
Post by: Knux on September 06, 2012, 07:35:52 PM
Hmm, looking back now, I don't remember why I asked that. I mean, I already knew what you were working on, I'm very sure the purpose of that question was--

Ah yes. I wonder which of the levels you were doing. Keep it a surprise if that's the case, though! I think you'll do fine no matter what you decide to craft, considering the high quality of the tiles you've done so far.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 07, 2012, 01:00:30 AM
Added the last of the WW1 RM stages.  Quite happy with how this set is turning out.

And yes, I've started working on another X stage.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 10, 2012, 12:29:27 PM
Wily stages from WW1 are done, as well as another X stage.  Getting all the green crap out of the way now... not as ugly as Dynamo Man's stage but still so damn much green everywhere.  Ugh.
Title: Re: NemZ's tileset emporium
Post by: Knux on September 11, 2012, 12:05:20 AM
Spark Man... drill. Yeah. Very funny, Maverick Hunter X team.  :|  Oh and the tiles look good as usual. Well done.

By the way, I noticed something while looking through your Megaman and Bass tiles:
Quote
Astro Man mk2 (the white panel tiles are slightly transparent, allowing actors placed behind it to create silhouettes)
Better make them white, for the same reason you found with the Storm Eagle windows. Well, actually, there is a WHITE texture in the core already, so do as you like. It's nitpicking now that I think about it, but it's... there.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 11, 2012, 02:53:31 AM
yeah, that's one I already fixed... eagle slipped my mind though.  I suppose I should change the little comment though.
Title: Re: NemZ's tileset emporium
Post by: Gumballtoid on September 11, 2012, 02:37:35 PM
That Spark Mandrill tileset is beautiful.

Kudos.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 15, 2012, 09:08:39 AM
Chill Penguin is done, but for some reason photobucket keeps giving me error messages.  When I figure that out it will be posted.
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on September 15, 2012, 12:14:31 PM
Somewhat of a strange request, but (when and if you have the time for it) could you do the DLC packs from Powered Up? I mean stuff like the Weird Japan tile set, the Ghosts 'n Goblins stage... you know, things you find in the stage editor. I know a few YouTube players who demo stages built with these tiles if you need a video source or something.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 15, 2012, 09:28:38 PM
Seems to be working today.  :)

I think that skybox may be the coolest thing I've done for any game.  Then again it's one of the most impressive views in the entire franchise so it had better be.

And yes, I could perhaps do those other PU tiles but would need good references.
Title: Re: NemZ's tileset emporium
Post by: Copy Robot on September 15, 2012, 09:34:56 PM
Hello there. (http://spriters-resource.com/other_systems/mmpoweredup/sheet/43622)
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 15, 2012, 09:47:15 PM
Is that bottom right one Sushi-themed?   :shock:

Yes, I will be doing these.
Title: Re: NemZ's tileset emporium
Post by: Knux on September 17, 2012, 03:59:52 PM
Nemz, there's a small problem with the Chill Penguin textures. The slope tiles could be difficult to use because one would need to make a slope angle in which the texture looks right. Usually, mappers just make the slope and don't mind the cutoff texture. They're a nice addition, but seem impractical to use. All of the tileset looks neat, though.

Well, it's really up to mappers whether they'll use the tiles or not, but yeah. Just saying.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 17, 2012, 10:00:21 PM
Is it so hard to consistently use a slope of 1 high = 2 long for rocks/snow and 1 = 4 for those bronze-looking ones?  You'd think mappers would think about the textures they're using while they're mapping and not just slap them wherever like generic wallpaper.

But like I said, I probably won't bother with special slope tiles elsewhere.  I only did it here because slopes are EVERYWHERE in the stage and making it look consistently snow-covered requires them.
Title: Re: NemZ's tileset emporium
Post by: Russel on September 17, 2012, 10:48:41 PM
Quote from: "Knux"
Nemz, there's a small problem with the Chill Penguin textures. The slope tiles could be difficult to use because one would need to make a slope angle in which the texture looks right. Usually, mappers just make the slope and don't mind the cutoff texture. They're a nice addition, but seem impractical to use. All of the tileset looks neat, though.

Well, it's really up to mappers whether they'll use the tiles or not, but yeah. Just saying.

Get GZDoom Builder.

It renders slopes in a visual mode
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 21, 2012, 06:00:47 PM
Added another one.
Title: Re: NemZ's tileset emporium
Post by: verifiaman on September 24, 2012, 03:06:49 AM
Quote from: "NemZ"
Added another one.

oh yes... what's this mmv project?
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 24, 2012, 04:01:54 AM
The mmv project is/was (hard to tell) an expansion based on megaman v for the gameboy.  Helping out with that was the reason I became interested in doing tilesets in the first place.

I should probably change in the first post though, as that was a while ago and no longer relevant.
Title: Re: NemZ's tileset emporium
Post by: Knux on September 25, 2012, 02:29:48 AM
I saw the Launch Octopus tiles, but they seem to have disappeared. That's another map I'd like to do, when I stop finding myself buried beneath college work.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 25, 2012, 03:03:53 AM
Yeah, I went back and added a few more tiles for the floors/tops (and a quick little animation for the waterspout lifts) but apparently the new version I uploaded had a slightly different filename for some reason.  Should be working now.

Edit - and slightly changed again to get rid of an unintentional swastika by making the centers of the propellers holes rather than solid.

Edit 2 - also added the highway intro.  Whee!  I may come back to this and add damaged sections later... haven't quite figured out how to best go about that since leaving part of the edges transparent would look like shit in 3d, but then so might filling that portion in with a solid black.
Title: Re: NemZ's tileset emporium
Post by: verifiaman on September 25, 2012, 07:54:22 PM
Quote from: "NemZ"
Yeah, I went back and added a few more tiles for the floors/tops (and a quick little animation for the waterspout lifts) but apparently the new version I uploaded had a slightly different filename for some reason.  Should be working now.

Edit - and slightly changed again to get rid of an unintentional swastika by making the centers of the propellers holes rather than solid.

Edit 2 - also added the highway intro.  Whee!  I may come back to this and add damaged sections later... haven't quite figured out how to best go about that since leaving part of the edges transparent would look like shit in 3d, but then so might filling that portion in with a solid black.

I cant tell which part of the highway tileset the player is supposed to walk on
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 26, 2012, 03:19:00 AM
The grey roadway tiles, of course!  Most of the green should be used for the sidewalls and pillars supporting the roads, hopefully made with 3d floors so the stage can be at a cloverleaf exchange (are curved slopes possible?) or something similar and not just some sort of Chargeman 2.0 with a long straight hallway.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 27, 2012, 12:25:20 PM
Added damaged tiles, complete with 'visible rebar' endcaps.  Oh, and the pillar footings while I was at it.

...I'm so tired of green.
Title: Re: NemZ's tileset emporium
Post by: verifiaman on September 27, 2012, 03:03:47 PM
Quote from: "NemZ"
Added damaged tiles, complete with 'visible rebar' endcaps.  Oh, and the pillar footings while I was at it.

...I'm so tired of green.
Could you make the x1 sprites in this style after you're finished with the stages?
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 27, 2012, 03:21:24 PM
I could, yes, but that's not really my thing; I'm fine with just being the resident tileset guru.  There are plenty of other people on the forum who do sprite work.
Title: Re: NemZ's tileset emporium
Post by: Korby on September 27, 2012, 08:45:55 PM
Snazzy job on the intro stage, it looks really nice!
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 03, 2012, 04:35:41 AM
added another one.  mine cart racing, perhaps?

Oh, and thanks Korby!
Title: Re: NemZ's tileset emporium
Post by: Knux on October 03, 2012, 05:07:11 PM
Looking pretty darn good! The mine carts sound like an interesting concept, but it might only work if it's not like in Wave Man's stage in the core.

EDIT: It would be nice to have 8-bit textures of the intro stage in MM7. You ever thought about that one? The thing is, I was going to make tghem, but then someone told me Brotoad was halfway done with them, but when I asked him he said he wasn't going to finish them.

So uhh, plz just saying.

You do that and I'll toss aside KCTF so I can do that intro stage map.  :ugeek:  :ugeek:  :ugeek:
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on October 06, 2012, 10:20:07 PM
I don't mean to be a pest, but I'd like to make a request.

I'd love if you could get the tiles and background from the first stage of Donkey Kong from Game & Watch Gallery 2. Don't worry about the jungle or the ice cap stages; I'm only looking for the factory stuff. Oddly enough nobody has rips from G&W2 Donkey Kong, but there are plenty of rips for the Game & Watch Gallery 4 version of the same game.

Here's the highest quality video I could find, for a reference.



If I can, I'd like to sort of move this request "in front of" the Powered Up extra tiles I asked for. Thanks.
Title: Re: NemZ's tileset emporium
Post by: Galaxy Sisbro on October 06, 2012, 11:36:11 PM
I...think I'm in love with the MMX1 tilesets. They are beautiful.

Good job!
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 07, 2012, 01:20:42 AM
Quote
intro stage in MM7

That's possible.  Not much to do there, really.

Quote
Game & Watch Gallery 2

Maybe, and only saying that much because it's so small.  Find a stage map somewhere and you improve your odds.
Most of those PU tiles were already done earlier, btw.  For the most part only the holiday ones appear to be new.

Quote
They are beautiful.

Thanks!
Title: Re: NemZ's tileset emporium
Post by: Knux on October 07, 2012, 01:24:39 AM
http://spritedatabase.net/files/snes/46 ... 7-City.gif (http://spritedatabase.net/files/snes/462/Background/MM7-City.gif)

There ya go... good luck.

EDIT: I was eating, sorry if it seemed like I just said "Here, do work". It's not my intention... D:
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 07, 2012, 03:49:03 AM
Flame mammoth is good to go.
Title: Re: NemZ's tileset emporium
Post by: Knux on October 07, 2012, 03:50:59 AM
It's like McDonalds's slogan.

Except I hate McDonalds.

And I'm loving these.  :|

Oh yeah, I was gonna start Launch Octopus's map. Did you see the Storm Eagle one I made a while back? It's on the X classes topic, probably page 20.

OR HERE: http://www.mediafire.com/?5115o9v9dj39d9e (http://www.mediafire.com/?5115o9v9dj39d9e)

Also, the texture on the bottom left of Launch Octopus's tileset has an odd measure. You might want to fix that 56x77, otherwise it's hard to use. Try a 64x64, if you can, or something not odd from these numbers: 32, 48, 56, 64, 72, 80... and so on.
Title: Re: NemZ's tileset emporium
Post by: verifiaman on October 25, 2012, 11:28:14 PM
I would really love to see how you make these tiles.
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 27, 2012, 01:33:15 AM
Launch is fixed.  I must have accidentally trimmed part of it off when I was arranging things into a neat little bundle for posting.

RL is currently a bit hectic so I haven't made much progress on the other stages.

Looking these over again, it seems that Storm Eagle really is ridiculously simple.  I guess most of it's tile allotment went into the airship?  No wonder so much of the stage was jumping across platforms over gigantic open pits.

Quote
I would really love to see how you make these tiles.

The short answer is photoshop.

The long answer... well, basically I take a ripped stage map and divide it up into tiles, eliminating any duplicates along the way.  Then I group all those tiles into palette groups and recolor each group with NES colors, cutting down on the shading until it's just 3 colors + the background (usually black or white).  From there I go in with a 1-pixel square pencil tool and tweak anything that got a little messy in the 8-bit conversion, and finally I make new tiles for animation and 3D surfaces that the 2D original stage can't provide.

That works for most of them, anyway.  For the Powered Up set I couldn't find ripped stages and had to make everything from scratch using let's play vids on youtube since I don't actually own that game.
Title: Re: NemZ's tileset emporium
Post by: verifiaman on October 27, 2012, 02:22:56 AM
GIMP is a decent substitute right?
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 28, 2012, 02:02:53 AM
Probably?  Never used it so can't say for sure.
Title: Re: NemZ's tileset emporium
Post by: verifiaman on October 28, 2012, 02:04:32 AM
Quote from: "NemZ"
Probably?  Never used it so can't say for sure.

Speaking of GIMP do you have any or know where i can find any windows palette files? (PAL) for gameboy color or advance?
Title: Re: NemZ's tileset emporium
Post by: tsukiyomaru0 on October 28, 2012, 02:08:08 AM
Quote from: "verifiaman"
Quote from: "NemZ"
Probably?  Never used it so can't say for sure.

Speaking of GIMP do you have any or know where i can find any windows palette files? (PAL) for gameboy color or advance?
I found the NES Palette in Wikipedia from a google image result.
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 28, 2012, 04:53:16 AM
GBC uses 15-bit RGB color, same as SNES (~30,000 possible colors).  The quality difference is in how many colors each can display at the same time and in how many layers of backgrounds & sprites, though I don't know those limitations off the top of my head.
Title: Re: NemZ's tileset emporium
Post by: tsukiyomaru0 on October 28, 2012, 05:16:52 AM
GBA: 256 for background, 256 for sprite, shared among everything on screen/stage. Might be 16 colors per 8x8 tiles.
GBC: 32 for background, 32 for sprite, shared among everything on screen/stage. Might be 4 colors per 8*8 tiles.
Both are 15-bits in color-depth (32768 colors)

*WARNING: don't forget that games like Megaman uses two layers for some things, allowing characters and objects to have more colors displayer at once.

**SECONDARY WARNING: Nintendo is awesome.
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 29, 2012, 09:49:17 AM
Sting is up.

Oh, and an example of what I was talking about earlier:

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/example.png)
Title: Re: NemZ's tileset emporium
Post by: Knux on October 30, 2012, 02:19:50 PM
Thanks for fixing Launch, Nemz. It also seems you updated Chill Penguin at a point... so, were there any others? Just wondering.

With the Storm Eagle map, I did what I could with the tiles. The fence looked too complicated to build piece by piece and there was no proper place to put it on anyway. The airport #### thing I used as a sign. Then when I look at the actual level, it was a slope. But that's fine, since I don't think I could've pulled it off properly. For places of small importance like floor edges and walls in the towers, I simply used textures that seemed to fit, at least color wise. The window textures feel small. I was going to make them twice as big, but dropped the idea fearing I might ruin them.

For Launch Octopus's stage, I could use some whirlpool sprites if you want to make them. I see the whirlpools being produced periodically by a spawner, and they would act like Tornado Hold in MM8. There's the issue of me not being able to code at all, but I believe I can find someone to help me with it.
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 30, 2012, 05:55:57 PM
I don't recall doing anything more to CP's stage since I posted it... not sure what you're talking about.

I'm actually thinking I might revisit SE when the rest are done, maybe put together a tileable fence texture for you and extend the skybox to include airport stuff in the background rather than just clouds.  Maybe a broken version of the windows (which should be just tileable to whatever size you need) while I'm at it.

LO's whirlpools... maybe.  I could see about making different water animation tiles for when it's on underneath the water as well as the side view animation of the waterspout (which realistically should only extend slightly above the water line at most).  Come to think of it, I forgot to add water tiles at all...   :shock:
Title: Re: NemZ's tileset emporium
Post by: Knux on October 30, 2012, 07:55:16 PM
Quote from: "NemZ"
I don't recall doing anything more to CP's stage since I posted it... not sure what you're talking about.

I'm actually thinking I might revisit SE when the rest are done, maybe put together a tileable fence texture for you and extend the skybox to include airport stuff in the background rather than just clouds.  Maybe a broken version of the windows (which should be just tileable to whatever size you need) while I'm at it.

LO's whirlpools... maybe.  I could see about making different water animation tiles for when it's on underneath the water as well as the side view animation of the waterspout (which realistically should only extend slightly above the water line at most).  Come to think of it, I forgot to add water tiles at all...   :shock:
Now that I think about it, the platforms with snow... were they always there? I had seen them before, but I don't recall seeing snow on them... must be that short term memory again. Blame college.

Please don't bother with Storm Eagle's fence, really. Unless you really want to do it for the tile collection. But like I said, they won't fit anywhere in the current layout I made, and I'd need to make a new map just for that. Then again, someone else might want to do it...

For the whirlpools, something as simple as two pillars of spiral lines will do nicely. Water tiles aren't really needed because there are plenty in 8BDM already, but yeah... it's your tileset. If you want to make things more complex, go ahead. Your stuff is of great quality.
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 31, 2012, 05:22:46 AM
Well, it's also just that looking at all these X stages together SE's looks really empty... I feel like it needs a bit more now so as not to be so weird.

I get bothered by silly crap like that.  Slight case of OCD, probably.   :mrgreen:

Edit:  Well, that was pretty easy.  Launch and Strom have a few new tiles, slight change to Sting to fix edges that should be transparent.
Title: Re: NemZ's tileset emporium
Post by: NemZ on November 04, 2012, 09:54:33 AM
Boomer Kuwanger is up.  I'm going to do sigma stage 1 but that's probably it for this pack... most of the rest is all gigantic (mostly useless for mapping) textures and really boring overall.
Title: Re: NemZ's tileset emporium
Post by: NemZ on November 11, 2012, 04:19:17 AM
Sigma is up, so x1 is done.

Got a quick request to finish, then on to those custom tiles for powered up.

EDIT:  yep, pretty quick request.  animated propellers for CloudMan!  Had to change the spacing a little bit from the current mm7 tiles to fit, so be mindfull of that if replacing anything.  I already broke them up to make sure they stay perfectly aligned.  Colors are a bit annoying in that they aren't actually NES pallete legal, but I stuck with it so it will work with the rest of the cloudman tiles.
Title: Re: NemZ's tileset emporium
Post by: Knux on November 11, 2012, 07:37:03 AM
Oh, I thought you weren't making them since you gave a good reason. Not that you had to, but nice. Still, aren't the fans supposed to be in front? In your frames, they appear to be in the back. Cool job though.

*runs into Slumped*
Title: Re: NemZ's tileset emporium
Post by: Knux on December 03, 2012, 04:26:33 PM
Double post.

Nemz, I was thinking of trying my hand at an Armored Armadillo map someday, but then I figured I'd like to implement a moving platform gimmick. You know, like in the level, when one takes the platorm and rolls all the way downwards. I know spriting isn't your thing, but it would be great if there existed sprites for such a prop.

And thanks to Jaxof's Stick Gutslift code, people could actually ride them! The problem is coding them so they move and respawn when they dissapear, but that's another story.

I had another suggestion, but I forgot.  :|
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 04, 2012, 04:56:48 AM
How would sprites actually work for that?  Wouldn't it need to be a 3D object and not just an actor?

I'm working on the powered up construction tiles right now.  There's not much to them, so I'm just going to release them all as one batch.
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on December 04, 2012, 06:40:17 AM
you know how Guts Lifts use sprites





yeah sort of like that
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 04, 2012, 09:30:45 AM
You mean the 1-dimentional platforms that are a tremendous pain in the ass to consistently jump across?  Ugh, no.
Title: Re: NemZ's tileset emporium
Post by: Knux on December 04, 2012, 01:40:22 PM
Well, alright. By the way, what about MM7's Intro Stage? Are you still doing that one?
Title: Re: NemZ's tileset emporium
Post by: Superjustinbros on December 04, 2012, 10:07:56 PM
Apologies if this has already been done, but would it be possible for you to do tilesets for MM9 and MM10 using the maps from VGmaps?
Title: Re: NemZ's tileset emporium
Post by: Korby on December 04, 2012, 10:28:46 PM
I think CopShowGuy already ripped those, you could probably ask him for the tiles.
Title: Re: NemZ's tileset emporium
Post by: Knux on December 04, 2012, 10:30:15 PM
Hue Hue Hue. (http://cutstuff.net/forum/viewtopic.php?f=47&t=1961)
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 04, 2012, 11:59:44 PM
Quote from: "Knux"
By the way, what about MM7's Intro Stage?

That's next on deck.

If you find a way to make the rails work that doesn't suck I'll help, but I want nothing to do with enabling more things like those guts lifts.

Oh, and I thought copshow only did the endless stuff, not the actual stages.  I could be wrong though.
Title: Re: NemZ's tileset emporium
Post by: Knux on December 05, 2012, 12:06:56 AM
Quote from: "Nemz"
If you find a way to make the rails work that doesn't suck I'll help
Um... what rails? Sorry, I don't follow.
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on December 05, 2012, 12:08:35 AM
Quote from: "NemZ"
I want nothing to do with enabling more things like those guts lifts.
Quote from: "Knux"
And thanks to Jaxof's Stick Gutslift code, people could actually ride them!
cough cough
Title: Re: NemZ's tileset emporium
Post by: Knux on December 05, 2012, 12:16:20 AM
No, I still don't get what he means by rails.  :|

Oh yeah, remember how the lava cooled off in Flame Mammoth's stage? You might want some grayish recolors of the lava tiles for such a thing. Just saying.
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 05, 2012, 03:16:54 AM
The rails... the things people will ride on?  Tracks?

And yes, if people could actually stick to and ride them that changes things.  Still not sure how that would work since you'd mostly expect to see them from above and sprite rotations don't really work for that.

Easy enough on the mammoth tiles.  Or tile, I should say... if it's frozen it shouldn't be animated.
Title: Re: NemZ's tileset emporium
Post by: Knux on December 05, 2012, 03:53:54 PM
...Oh, yes, of course. How silly of me.

For people sticking to the platforms, I'd first have to see how Jax made them work. I haven't actually downloaded the thing yet. No need to worry about sprite rotations much, since people are used to scaling Item 1 anyway. I might even give spriting them a try myself.

And yeah, it's basically replace two colors and that's it. Pretty simple, but it would be intriguing. For example, one can make the lava change to the cooled off floor through a script, which would activate at 5 frags left. This would allow for getting at a few other places.
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on December 05, 2012, 08:52:46 PM
It's just a script applied to whatever you want to do the sticking.
The "sticky Guts Lifts" actually has the same code applied to Dive Man's "Moby" whales.
I also heard from a super secret ninja source that sticky lifts are going in the core, but that's just a rumor.
Title: Re: NemZ's tileset emporium
Post by: Beed28 on December 05, 2012, 09:28:01 PM
Quote from: "SmashBroPlusB"
I also heard from a super secret ninja source that sticky lifts are going in the core, but that's just a rumor.
I highly doubt it.

Quote from: "Ivory"
What is your point? I'm not introducing a new source of lag. Get over it.
Sorry. :(
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 06, 2012, 12:31:52 AM
So yeah, those construction tiles are done (just the weird ones, ignored the stage-based ones).
Ditto on frozen lava for Flame Mammoth.

MM7 intro is up next.
Title: Re: NemZ's tileset emporium
Post by: Knux on December 06, 2012, 12:35:02 AM
Damn, yes. Good luck, Nemz.
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 09, 2012, 10:03:56 AM
MM7 intro is done.  HUGE tiles.
Title: Re: NemZ's tileset emporium
Post by: Knux on December 09, 2012, 03:56:37 PM
Beautiful. It looks like I can do more than just a wrecked place now. I especially liked how you colored the twin buildings.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on December 09, 2012, 03:58:48 PM
Wow, these look amazing.

I'm sure a map of this would be great implementing Shade's explosions on buildings code.
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 12, 2012, 11:40:24 AM
Started something new today, something long overdue, imho... WW Airman.  I took some liberties with the tiki heads (goblins should release from corners rather than sides because... well, because I felt like it) but I thought it would be worth it to actually be able to get up on top of those guys for once, complete with horns.  Skybox is mostly awol as well because WW Airman has clouds that are both animated and slowly scrolling by in the backgrounds.

Also, I'm not really sure why the hell I haven't been pasting these updates in as I go as well as in the first post, but starting now that's how I'm doing it.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2air.png)
Title: Re: NemZ's tileset emporium
Post by: Knux on December 12, 2012, 06:08:48 PM
Those look so good. It's a total shame that I can't use them in the remix map I made.

And I mean that NES Airman textures look like someone wanted to get out of work early when they were made.
Title: Re: NemZ's tileset emporium
Post by: Geno on December 15, 2012, 02:32:34 AM
I remember I made something similar to those Airman tile devamps, but I used the original NES palette. (you know, the white, black, blue and red one.)
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 15, 2012, 01:09:38 PM
It still is mostly the same color scheme since the blue was the background showing through the alpha channel from the background.  I just filled some of that in with black because transparent sections don't work well with 3d floors, which an Airman stage desperately wants to use.  Making the common color white rather than blue opened up a lot more room for shading.
Title: Re: NemZ's tileset emporium
Post by: Knux on December 30, 2012, 12:21:17 AM
Nemz, you know that blue generator tile in Flame Mammoth's tileset? Could you give it a red tint for me? It's for a CTF map, and I can't get it to look right.
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 30, 2012, 12:46:15 AM
This work for you?  I'm not adding it to the main listing.
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/FM-red.png)

Also recently did this for someone else as part of a skybox filler
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/astro_fill.png)
Title: Re: NemZ's tileset emporium
Post by: Knux on December 30, 2012, 01:03:33 AM
That looks perfect, Nemz. Thank you very much!

*hops back into Slumped*

EDIT: They display as completely black for some odd reason. They look just fine in the builder's 3D Mode though... strange.

EDIT 2: Made a recolor that displays, but looks eugh. I saved yours for when I find out what happened.
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 30, 2012, 06:54:09 AM
Huh, that's weird.  Same shades of red I always use, right out of the closest to NES RGB values I can find.  Did you try both rendering modes?  I know the palette file was changed for v3 so who knows what might happen.
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 30, 2012, 11:48:05 AM
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2crash.png)

That stage should definately push the height limit.
Title: Re: NemZ's tileset emporium
Post by: Knux on January 01, 2013, 10:01:10 AM
That looks like it would be good with a camera in the skybox moving up and down slowly.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 07, 2013, 10:31:59 AM
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2flash.png)

I assure you this is totally nes legal despite all those extra colors.  Palette cycling is nifty like that.

This would probably look especially cool (heh) if most of it was set to be partially transparent, and not just the 'fence' sections that should be layered with the backgrounds to give some depth, similar to how Burner Man was arranged.  WW stages just love paralax scrolling backgrounds.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 08, 2013, 05:33:44 AM
and then this happened too!  Lots of animation in this set.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2quick.png)

Which is the worse pun... to point out that 2 in one day was pretty Quick work or that I got them done in a Flash?
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 13, 2013, 08:30:11 AM
And another one.  Also added a few more to Flash and Quick for variety's sake.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2metal.png)
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on January 13, 2013, 02:15:46 PM
:Personally would like to see the X versions of maps using these tiles, cause them being remixed and all same with the tiles:
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 13, 2013, 10:49:50 PM
...eh?  Not sure what you mean, man.  I already did X1, if that's what you're talking about.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on January 14, 2013, 12:03:20 AM
I think he means CSCM's remixed maps, if I had to take a stab at it.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on January 14, 2013, 12:25:31 AM
Quote from: "Magnet Dood"
I think he means CSCM's remixed maps, if I had to take a stab at it.
Yes, that is what I ment.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 14, 2013, 12:36:34 AM
Ahh, you meant seeing them used in a stage map... I thought you were saying something about the tiles themselves.  Yeah, seeing them actually get used somewhere would of course be the hope, and some of the tilesets for the first few games were pretty craptastic so it's a good upgrade all around.  

I probably will not be doing wily wars versions of mm3 though because they didn't get anywhere near the same 'remix' treatment as the first two.
Title: Re: NemZ's tileset emporium
Post by: Knux on January 16, 2013, 07:00:35 PM
Wait a second. I can use the WW Air Man tiles in my Air Man Remixed! Just you wait until this weekend... kekekeke.

I'm gonna start thinking of a good layout so I can use those MM7 Intro Stage tiles as well.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 19, 2013, 08:30:42 AM
Bubble Man, yo.  I might add the background later, but that wavy effect is a huge headache.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2bubble.png)
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 23, 2013, 01:00:56 PM
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2heat.png)

Heat man.  Yes, the stage is pink in the genesis version.  Deal with it.

also added a little more animation to WW Metal
Title: Re: NemZ's tileset emporium
Post by: Knux on February 24, 2013, 05:34:21 AM
You know Nemz, when using your tiles people sometimes ask themselves what textures to use as floors. So that brings the question: do you make floor tiles for every set, just for some or do you leave floors for others to make? It's just a little confusing, is all.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 24, 2013, 03:24:57 PM
I usually try to think of the tops and sides of things that aren't actually visible in the original tilesheet, yeah, but if you just look at the original stage in question it shouldn't be too hard to figgure out.

In this case I made 3 variations of the normal and cracked bricks (pink) for just that purpose, along with a solid 'slab' area to top off some sections and a 'hole' texture to break it up, and the grey tubes (with custom endcaps) could certainly be navigable surfaces as well to break it up a bit.  The more purple stuff should probably be confined to some special area walls and the skybox.

If people have questions like that I'm always happy to help, and in several cases I've gone back and made extra things to fit a need that the original sheet didn't cover.
Title: Re: NemZ's tileset emporium
Post by: Rozark on February 24, 2013, 06:00:26 PM
Alright then, what would be considered the floor tiles in Wily Wars Cutman?
Title: Re: NemZ's tileset emporium
Post by: Stardust on February 24, 2013, 07:30:55 PM
Quote from: "Rozark"
Alright then, what would be considered the floor tiles in Wily Wars Cutman?
Even if there is a floor-considered texture by NemZ, you could still use the one which looks the most floorish to you, it's only a recommandation. Like, in the NES version of Cut Man's stage, the inside wall texture (a.k.a as "plain gray color" =w=) has been used as a wall but also a floor in the halls of the MM8BDM Cut Man-
Cre, cre, creative.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 25, 2013, 04:12:28 PM
I'd use the various white/orange tiles, perhaps with green/orange piping borders, for most of the floors.  Perhaps bricks here and there to break it up.

But yes, floor tiles are always just going to be a judgment call because clearly the games aren't going to tell you what to put there.
Title: Re: NemZ's tileset emporium
Post by: Rozark on February 25, 2013, 09:13:01 PM
Well, I did science and am now using the darker tiles, seeing as that is more fitting for the sort of map in the works.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 26, 2013, 03:53:37 AM
Hey, if you say so.  If you look at the actual stage it's based on, however, the darker grey rectangle stuff is all background walls.  Just sayin.



And yes, I know I left out the glowing animation.  I did that on purpose to simplify things and let the orange tie things together a bit more.
Title: Re: NemZ's tileset emporium
Post by: Rozark on February 26, 2013, 07:24:52 AM
Well, I just needed a more variety of a tileset for Cutman, because too much bright green isn't great for this sort of map I'm making. I slightly altered a few things, but when the final version is all said and done, you'll still be credited for providing these resources. I'm not sure if you looked at the screenshots thread at the time, but I've already made a map using some of the Wily Wars Gutsman tiles. There's probably a few others I'll use as I continue to create and finish these maps for Rozpack V3.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 26, 2013, 01:19:24 PM
Sure, cool.  I have a thing about sticking to the strict nes pallete limits but that isn't always best for the look of a stage so I understand if you change things up.

Nope, I haven't seen what you've done with guts.  There's really on a few threads I pay any attention to around here and I haven't actually played MM8BDM in quite some time.  I just do this stuff because it's fun and keeps me busy when my workload drops off.  Juggling 4 jobs atm though, including backgrounds and sprites for another phone game (woo!) so don't expect WW2 Wood to be done anytime soon.
Title: Re: NemZ's tileset emporium
Post by: Knux on February 26, 2013, 03:38:00 PM
The Guts Man Remixed map I made based on a layout by YD uses your WW Guts textures as well as the core ones. The map's posted on the CSCM thread, so you might wanna take a look. I'm not sure I used the texture with the two pipes correctly. In fact, it's nearly all over the place on caves. I also wasn't sure about the rocky grates even after looking at the level, so I used them both on walls and on some floors outside.

Eh, it's better if you just see it for yourself. (http://www.mediafire.com/?uszcb9z9dyxnspr)
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 27, 2013, 12:54:43 AM
Knux:
(click to show/hide)

Also I haven't played in a long time so maybe something changed, but why can't I get any items to activate?  I doublechecked the controls and the keys are assigned the way I wanted them, so no idea why they won't trigger.
Title: Re: NemZ's tileset emporium
Post by: Knux on February 27, 2013, 04:21:54 AM
Thanks for the tips, Nemz. As for the red grate tile, I actually forgot to include it as I was planning, but that'll be fixed.

For the items, make sure you have a key assigned to activate item in the controls.
Title: Re: NemZ's tileset emporium
Post by: Knux on April 08, 2013, 05:16:46 PM
Double post, but I've a question. I'm not sure what you did on Sigma's Fortress's tiles. I see the purple window from stage 2. Did you do stage 1 and 2? I should probably go play X and stop being lazy. lel
Title: Re: NemZ's tileset emporium
Post by: NemZ on April 09, 2013, 05:11:17 AM
Nope, it's in stage 1.  The windows in stage 2 are much bigger and shaped differently.
Title: Re: NemZ's tileset emporium
Post by: Knux on April 09, 2013, 04:04:34 PM
Stage 1:
http://vgmaps.com/Atlas/SuperNES/MegaMa ... Stage1.png (http://vgmaps.com/Atlas/SuperNES/MegaManX-Sigma%27sFortress-Stage1.png)
Ah yes, there they are, after the Vile fight. Shame on me, since I've played that game to death.

Stage 2:
http://vgmaps.com/Atlas/SuperNES/MegaMa ... Stage2.png (http://vgmaps.com/Atlas/SuperNES/MegaManX-Sigma%27sFortress-Stage2.png)
Window at the start. That's why I had asked.
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 02, 2013, 04:32:45 AM
Haven't updated this in a long time.  Let's fix that.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2wood.png)

and yes, that does use only 4 palettes (3 colors+black).  I leave it as a puzzle for you to figgure out how that works.  :D
Title: Re: NemZ's tileset emporium
Post by: Legtendga on August 02, 2013, 05:05:15 AM
Hey, could you do Quint's tiles from MMIIGB?
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on August 02, 2013, 05:11:49 AM
Quote from: "Legtendga"
Hey, could you do Quint's tiles from MMIIGB?
He already did bit from that game, such as the final stage (not the main fortress where Quint is actually fought though)
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/MM2GB.png)
It is under other.
Title: Re: NemZ's tileset emporium
Post by: Legtendga on August 02, 2013, 05:22:10 AM
Quote from: "fortegigasgospel"
Quote from: "Legtendga"
Hey, could you do Quint's tiles from MMIIGB?
He already did bit from that game, such as the final stage (not the main fortress where Quint is actually fought though)
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/MM2GB.png)
It is under other.
Yeah, I'm requesting Quint's Stage, these:
(http://www.sprites-inc.co.uk/files/Classic/MMII/Tiles/w2_quinttileset.png)
I tried to do'em the other day, but that's how I learned I cannot recolor tiles properly. :|
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 02, 2013, 05:41:24 AM
what colors do you want them to be?  that's like a 5 minute job, honestly.
Title: Re: NemZ's tileset emporium
Post by: Legtendga on August 02, 2013, 05:44:59 AM
Quote from: "NemZ"
what colors do you want them to be?  that's like a 5 minute job, honestly.
That's where my problem was. I don't know what'd work. :?
Something like it could be MegaMan 10 Special Stage 4, maybe?
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on August 02, 2013, 05:56:39 AM
Quote from: "NemZ"
what colors do you want them to be?  that's like a 5 minute job, honestly.
Why not the bronze ish colors seen in the other one? That is what you used for the teleporter in the other one you did, and that is the same stage.
Title: Re: NemZ's tileset emporium
Post by: Legtendga on August 02, 2013, 06:02:49 AM
Quote from: "fortegigasgospel"
Quote from: "NemZ"
what colors do you want them to be?  that's like a 5 minute job, honestly.
Why not the bronze ish colors seen in the other one? That is what you used for the teleporter in the other one you did, and that is the same stage.
Well, they're actually separate stages, so if they could have different pallets, that'd make more sence.
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 02, 2013, 06:22:13 PM
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/mm2gb_2.png)

There you go, reworked to fit the 16x16 style we use around here.  I Made it match the other one I did because why not.  

You want different colors?  Do it yourself.
Title: Re: NemZ's tileset emporium
Post by: Legtendga on August 03, 2013, 02:36:16 AM
Quote from: "NemZ"
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/mm2gb_2.png)

There you go, reworked to fit the 16x16 style we use around here.  I Made it match the other one I did because why not.  

You want different colors?  Do it yourself.

Thank you, sir.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on August 04, 2013, 12:14:44 AM
Those Wood tiles are awesome. Great job with those.

While you're still around, do you think you could do one last DOS thing for me? Currently in Oil's map, the bridge thingies use Tomahawk floors. I couldn't really find a suitable texture to use that you provided, so do you mind whipping up one?
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on August 04, 2013, 01:19:49 AM
Quote from: "Magnet Dood"
Those Wood tiles are awesome. Great job with those.

While you're still around, do you think you could do one last DOS thing for me? Currently in Oil's map, the bridge thingies use Tomahawk floors. I couldn't really find a suitable texture to use that you provided, so do you mind whipping up one?
Did you try the catwalk from Sonic's textures? Would also make it transparent when using 3D floors so you can see who is on the other side.
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 04, 2013, 05:05:09 AM
Quote from: "Magnet Dood"
Those Wood tiles are awesome. Great job with those.

While you're still around, do you think you could do one last DOS thing for me? Currently in Oil's map, the bridge thingies use Tomahawk floors. I couldn't really find a suitable texture to use that you provided, so do you mind whipping up one?

Thanks!

What texture(s) are you using for the sides of the walkways?  Kinda hard to know which palette to use without knowing that.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on August 05, 2013, 12:11:59 AM
(http://i39.tinypic.com/vfcshs.png)

As you can see, I'm currently using the pipe textures you provided. I also tried using those as well, but they were a pain with 3D floors and they also looked bad around corners.

Yes, I'm aware the building is still purple- I'm just too lazy to import the new textures you made. Probably will get around to that eventually...
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 05, 2013, 09:02:52 AM
I'll see what I can do.  It's pretty much doomed to be an ugly stage though... there's just no getting around the shitty tiles this stage offers.
Title: Re: NemZ's tileset emporium
Post by: Rozark on August 05, 2013, 10:19:33 AM
Quote from: "Magnet Dood"
(click to show/hide)
As you can see, I'm currently using the pipe textures you provided. I also tried using those as well, but they were a pain with 3D floors and they also looked bad around corners.

Yes, I'm aware the building is still purple- I'm just too lazy to import the new textures you made. Probably will get around to that eventually...

My recommendation is to adjust the texture using offsets; works pretty much every time.
Title: Re: NemZ's tileset emporium
Post by: Knux on August 05, 2013, 10:58:54 AM
I was thinking that, since the 8 bit tiles are fanmade (hell, 8BDM in general IS fanmade), there's no harm in improving upon them. After all, they're mostly splashes of gray or blue. What could go wrong?
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 05, 2013, 10:24:45 PM
The blue isn't actually in that stage either, other than the skybox.

I may look at recoloring the whole thing while I'm at it, or at least doing something different with the 'peach' tiles.
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 06, 2013, 12:38:16 PM
Oil got an update.  Walkway tiles, custom rocks and some blue pipes.  Trimmed back on the peach stuff since you don't seem to be using it anyway.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/Oil.png) (http://s344.photobucket.com/user/nemss1/media/Megaman%20tiles/Oil.png.html)

And yes, the blue IS in the original stage... not sure how I missed that.  Weird.
Title: Re: NemZ's tileset emporium
Post by: Knux on August 06, 2013, 12:42:45 PM
That looks excellent, Nemz. I hope someone can make good use out of those tiles.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on August 06, 2013, 07:53:30 PM
Thanks, NemZ, will get to updating the tiles soonventually.
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 07, 2013, 12:44:58 AM
Quote from: "Magnet Dood"
soonventually.

...that is a great word.  I'm going to borrow that.
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 10, 2013, 02:40:46 PM
Started doing rips (not originals) for Unlimited because I felt like it.
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 15, 2013, 05:23:58 PM
...and all the unlimited rips are done.  some assembly required, and animation is not provided... it's just a simple rip job.  Should be more than enough for people to get started making stuff with it though.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on August 18, 2013, 03:46:11 PM
I'm working on a map using R-Shadow's textures, and I hope you don't mind that I made a couple of minor adjustments to your textures.
(http://i.imgur.com/MQ4ZAwe.png)
Mainly got rid of the graininess as requested (I'm using the blue one to experiment with), also added the grey textures as well as the super thin walls.
Looking at the background to the stage, the main one seems to be more metallic, where you made it seem temporal. Also the one near the end (the lower one) kinda looked like it was supposed to have pillars in it. Nothing wrong, just pointing out something I noticed.
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 18, 2013, 04:27:45 PM
the pillars are on the edges.  when it's tiled they'll show up.

And yeah, that whole set used dithering (the graininess) constantly to try and pretend the wonderswan had more shades of grey available than it actually did.  It's a rather distinctive look specific to that title, so I left it in... not like it has much else going for it with a whole whopping 4-6 blocks per stage and most of those shared between two stages.

...and what do you mean by 'temporal'?  The blue?  I just didn't want to use gray again so that the walls would stand out better.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on August 31, 2013, 10:43:22 PM
Sorry to butt in here with more dumb stuff, but I'm honestly confused on what I'm supposed to use when it comes to the walkways. Do you want me to use the transparent fence like textures for them?
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 01, 2013, 01:41:00 AM
For DOS Oilman?  Yeah, the ones in the top right corner were added to fix your walkway problem.
Title: Re: NemZ's tileset emporium
Post by: Knux on September 03, 2013, 04:39:46 AM
Nemz, I have some trouble understanding Dyna Man's tileset. I get the obvious things like windows, brick and wood walls, and the box textures. Everything else though, I'm not sure about even though I went to see a video of the stage.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on September 03, 2013, 04:52:21 AM
Next to the bricks is the Conveyor Belt with the side angles under them.
Between the belt and the rocks is just a metal pillar.
Upper right is the pipe that the lava bucket moved across, with the thing that dropped the trash under that.
Below that is the arrows that warned you of the hole and the metal blocks used to jump over the first hole next to it.
Obviously the ladder is below those and the spikes along the wall are next to the ladder.
Lastly you have the metal bits and designs.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 03, 2013, 07:34:12 AM
Huh... looking at it now I'm actually not sure what is going on with those treadmills.  I'll see what I can do to improve that when I have more time.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 04, 2013, 10:44:59 AM
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/Dynaconveyors.png) (http://s344.photobucket.com/user/nemss1/media/Megaman%20tiles/Dynaconveyors.png.html)

There, that should do the trick.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 16, 2013, 10:55:02 PM
as part of v4 I'm going back to do the missing King stages, and reworked the one I previously had done a bit.  King 1 and 3 will be uploaded eventually, but I added links while I was at it so it will be automatic later when they actually connect to something.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/king2.png)
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 17, 2013, 05:40:36 PM
whee!
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/king3.png)

King 1 will take some work.  Darn gigantic random background machine thingy...
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 24, 2013, 10:29:36 PM
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/king1.png)

and there we go, all of mm&b is done
Title: Re: NemZ's tileset emporium
Post by: Deviddo on September 24, 2013, 10:54:17 PM
Wow, that's pretty impressive!  Great work!
Title: Re: NemZ's tileset emporium
Post by: Beed28 on September 24, 2013, 11:14:26 PM
Whoa, that's awesome.
Title: Re: NemZ's tileset emporium
Post by: LlamaHombre on September 25, 2013, 12:12:24 AM
Sweet mother of god, that control panel must've taken an eternity.

Great work as always, King 1 was my favorite stage in MM&B and you definitely did it justice.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 25, 2013, 12:48:42 AM
Quote from: "LlamaHombre"
Sweet mother of god, that control panel must've taken an eternity.

Uh... actually that part was pretty easy.  It took longer to assemble the whole thing as a single pic around all the damn foreground elements then it did to convert it to 8-bit.  I'm actually worried it might be a bit too big, as it's meant to be tiled both horizontally and vertically.

Figuring out how to make the rest of the stage work was a much bigger problem with the way it tends to put green stuff in a purple frame in a lavender frame.  That will probably need to be worked out ahead of time into specific compound blocks before it's really usable for mapping, but that can't really be done right until you know the dimensions of the map spaces you need to cover.
Title: Re: NemZ's tileset emporium
Post by: -Daiki-TheOni on September 25, 2013, 12:51:37 AM
Quote from: "NemZ"
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/king1.png)

and there we go, all of mm&b is done

If that "THING" is going to be used like a "Skybox", the map will be epic.....
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 29, 2013, 02:28:37 PM
Back to wily wars stuff.  Amazingly simple stage compared to King's.
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2wily1.png)
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 18, 2014, 08:40:29 PM
So wily stages 2-4 all use the same tiles just pallateswapped.  They each use different parts to be a little bit different, such as the spinning things on 2 exclusively and only 3 having water, but it's really all the same.  I figured I might as well just recolor the whole thing, but the second image has the parts deleted from each that weren't used there, so here you go.  They break the NES color rules if you don't use these limitations, however.
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2wily234.png)..........(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2wily234a.png)
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 19, 2014, 12:38:40 PM
And here's the end of it, just a few odds and ends from the last couple stages.  Finally done with WW2!

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/2wily56.png)

So I guess I'll have to check out WW version of mm3, see if it's different enough to be worth converting like the last two.
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on January 19, 2014, 03:52:19 PM
The shine on the fans is really neat. Can't wait to see your next project!
Title: Re: NemZ's tileset emporium
Post by: Superjustinbros on January 20, 2014, 03:41:57 PM
Personally I'd like to see colorized tiles from MMI (Dr. Wily's Revenge), we could use them to give a bit more flavor to the more simple tilesets of NES Cut, Ice, Fire, and Elec.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 21, 2014, 03:48:23 AM
Using the existing pallets for mm1 stages?  Eh, maybe.  
Seems like a good first project for someone else to try though, as it should be very easy.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on January 21, 2014, 07:27:57 AM
supply the textures somehow (even a link) and I'll do it myself, I don't know if they have been ripped. Bonus points if you manage the other games too.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 21, 2014, 10:00:51 AM
You don't have to look any further than vgmaps.com (http://www.vgmaps.com/Atlas/GB-GBC/index.htm#MegaManDrWilysRevenge) for almost any map worth looking at.

And here's cutman's tiles to get you started:

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/gb_cuttiles.png) (http://s344.photobucket.com/user/nemss1/media/Megaman%20tiles/gb_cuttiles.png.html)

Recoloring these should be extremely easy.  The only potential complications are creating top and bottom tiles for some of these textures, or in a few spots needing to keep in mind that GB tiles come in functional blocks of 8x8 since they don't need to worry about color palates, so while usually the normal sizes work sometimes you just have to fudge things a little bit to keep it consistent with NES tiles.  

For example, look at the crazy shit going on with the dr. W sign because it's 24x24 rather than 32x32.  I suggest leaving it out or just slapping a normal nes version in there instead.  Dealing with the thin platforms is up to you... double them up?  stretch it out?  just make half of it up?  totally up to you, there is no correct answer there.
Title: Re: NemZ's tileset emporium
Post by: Knux on January 22, 2014, 09:11:24 PM
The problem with VG Maps is that it never has maps with tile animation frames ripped, as far as I've seen. Spriter's Resource usually does include them, but some games have incomplete collections of maps. Check this out, for instance. (http://www.spriters-resource.com/game_boy/mmdrwily/)
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 23, 2014, 04:45:16 AM
I use TSR as a secondary source when needed, but more often than not I just stick with VGA and either play the stage myself or watch a letsplay if i don't have it to see what is animated.  

Even then I leave half of the animation out because it just isn't worth the effort... some stages need it, others don't.  The Wily Wars for example tends to add animation bloody EVERYWHERE and it's just overkill.  Besides, animated tiles can be much more distracting in a 3d environment so I think it's better for MM8BDM gameplay to keep it to small touches in most cases.  My rule of thumb is that if it's something that logically should move, like a fan, I animate it.  If it's just some random glow effect or flashing lights it depends on how visually 'busy' the rest of the stage is.
Title: Re: NemZ's tileset emporium
Post by: Legtendga on February 28, 2014, 05:33:03 AM
Hey, has someone done MegaMan9's TileSets?
Title: Re: NemZ's tileset emporium
Post by: NemZ on May 15, 2014, 06:25:10 AM
Well, I suppose enough people have figgured it out for posting these to be fair game.  Granted I don't know for sure how many of these were actually used in v4, but here's the rest of my contribution to the project:

Buster Rod G
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/WWT_rod.png)

Mega Water S
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/WWT_water.png)

Hyper Storm H
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/WWT_storm.png)

Tower 1
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/WWT_wily1.png)

Tower 2
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/WWT_wily2.png)

Tower 3
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/WWT_wily3.png)

Tower 4
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/WWT_wily4.png)
Title: Re: NemZ's tileset emporium
Post by: Knux on May 25, 2014, 08:18:19 AM
Hey Nemz, I'm working on a Blade DOS map currently, and I find the lack of floors on the tileset rather frustrating. So, I was wondering if you could make me some I could use. I was going to simply do what the core does and recolor the black in wall textures and use that as a floor, but I was thinking you might have something else in mind.
Title: Re: NemZ's tileset emporium
Post by: NemZ on May 25, 2014, 10:10:00 AM
I added some stone slabs, some larger metal and rock tiles, and also made the skybox a little more interesting with a simple mountain pattern.  That help?

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/Blade.png)
Title: Re: NemZ's tileset emporium
Post by: Knux on May 27, 2014, 03:01:14 AM
Those rock floors should work, I think. Thanks Nemz.
Title: Re: NemZ's tileset emporium
Post by: NemZ on May 27, 2014, 01:47:03 PM
In retrospect I have no idea why I made the bricks have that turquoise / dark grey / light grey fade like that.  Could maybe do something interesting with it but likely far more work than is worth it.  :?
Title: Re: NemZ's tileset emporium
Post by: Knux on May 28, 2014, 01:09:32 AM
Yeah, I was wondering about how the heck I'd use them as well, but I might just be able to come up with something. Thing is, more textures opens up more possibilities, so yeah. One thing that did frustrate me though, was the size of the pipe textures. They're 96x96 when in the game, and holes that big can be kind of difficult to land into in the middle of a firefight. I also modified those pipes to be transparent where they're black with blue dots because the visibility will be needed.
Title: Re: NemZ's tileset emporium
Post by: NemZ on May 28, 2014, 03:33:36 PM
Ah, I was thinking of those as the view from inside, not a window out.  I wanted them to be claustrophobicly narrow but still with just a little bit of wiggle room while running down them horizontally, maybe feeling a little similar to the ring of watery death tubes in mm1dw2.
Title: the part where SmashBro publicly revives a thing
Post by: Hallan Parva on June 05, 2014, 12:17:14 AM
yo NemZ


how do you feel about making some... ORIGINAL TILESETS !??!?!!?
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 05, 2014, 12:30:51 AM
Did you have something specific in mind?  I'm open to commissions.

You do know I'm also doing tiles and stuff for a fangame, right?  Our programmer has proven somewhat unreliable but the project isn't dead.

Also not my usual stuff, but I did this a while back and might as well pimp it a little.  :D

(http://i344.photobucket.com/albums/p343/nemss1/Vergence/mets.png)

Though... hmm.  Dos, mm&b2, doc robot, the other 3 darkmen, the genesis unit... Yeah, I could probably stand to add another couple of rows to this sometime.
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on June 05, 2014, 12:40:35 AM
oh yeah

I wanted stuff for the Battle Network expansion but I didn't want to really ask for a bunch of stuff at once
so basically I was just going to ask for things that I need so your tiles actually get used in a timely manner (coughDOSandPUcough)


[5:59:31 PM] SmashMan: http://www.sprites-inc.co.uk/files/EXE/ ... _night.gif (http://www.sprites-inc.co.uk/files/EXE/EXE4.5/MapsHP/HP_green_night.gif)
[5:59:31 PM] SmashMan: http://www.sprites-inc.co.uk/files/EXE/ ... /lanhp.gif (http://www.sprites-inc.co.uk/files/EXE/EXE5/Maps/Net/lanhp.gif)

[5:59:31 PM] SmashMan: http://www.sprites-inc.co.uk/files/EXE/ ... ichpbg.gif (http://www.sprites-inc.co.uk/files/EXE/EXE5/Maps/Net/generichpbg.gif)
[5:59:31 PM] SmashMan: http://www.sprites-inc.co.uk/files/EXE/ ... ACDCbg.gif (http://www.sprites-inc.co.uk/files/EXE/EXE6/Maps/Net%20Maps/ACDCbg.gif)

[6:00:22 PM] SmashMan: when you have the time, I'd like some generic-ish BN flavored tiles and some manner of skybox background
[6:00:22 PM] SmashMan: please and thank you



Being more specific, I'm looking for two different sets of normal-flavor tiles and skyboxes. By "skyboxes", I mean I'd like the same skybox in two different color schemes; the idea is that the skybox would change colors when the boss music activates, like how the background during boss battles is an off-color version of the background seen in that area's virus battles.



EDIT: Also, those RM-flavored Mets are amazing. :ugeek:
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 05, 2014, 12:50:22 AM
I've never played the BN games so not entirely sure what you're asking for.  I mean most of those links look like they could be done with just one or two 16x16 tiles total.
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on June 05, 2014, 01:14:02 AM
I kinda posted bad links yeah
but basically just some neat tiles that taste like computers

I really don't know how to describe it I'm so sorry
here's some better pictures

http://www.sprites-inc.co.uk/files/EXE/EXE2/Maps/Net/denArea1.gif
http://www.interordi.com/mega_man_pc/games/mmbn2/maps/Undernet-2.png
http://www.sprites-inc.co.uk/files/EXE/EXE4/Maps/Net/Sharo.png
http://www.sprites-inc.co.uk/files/EXE/EXE6/Maps/Net%20Maps/ACDC.gif
http://www.sprites-inc.co.uk/files/EXE/EXE6/Maps/Net%20Maps/Central2.gif
http://www.sprites-inc.co.uk/files/EXE/EXE2/Maps/Net/denAreabg.png


I just thought it would be neat to have unique tiles for some of the maps
if you still don't understand or you can't do it then I apologize for eating up your time
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 05, 2014, 01:36:18 AM
Well that's a lot of floors, but what do you want on the walls?  Will there BE walls?

Or are you just saying you want stuff like this as filler or something?  If so, for what stage?  I like to keep palette restrictions in mind.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 06, 2014, 10:41:15 PM
Requested additional tiles for Blade (dos)
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/bladepipesglass.png)
Title: Re: NemZ's tileset emporium
Post by: Knux on June 06, 2014, 11:25:04 PM
Muchas Gracias, Nemz. Those look nifty.
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on June 07, 2014, 12:50:24 AM
wow I didn't even see this earlier
I'm so bad wow I'm sorry


[5:06:44 PM] SmashMan: I don't know how to word it
[5:06:53 PM] SmashMan: but basically there'd be a pool of generic arenas
[5:06:58 PM] Llama: like wily shit or internet areas
[5:07:15 PM] SmashMan: Den Arena, Central Arena, Recovery Arena, Under Arena, etc
[5:07:25 PM] SmashMan: and then two/three representative stages from each BN game

Visually, in a way I was thinking similarly to how Custom (http://media.gamerevolution.com/images/games/gamecube/custom_robo/custom_robo_001.jpg) Robo (http://cdn3.spong.com/screen-shot/c/u/customrobo133183/_-Custom-Robo-GameCube-_.jpg) battle (http://i1.ytimg.com/vi/Hecmgb1FJE8/hqdefault.jpg) stages (http://cdn2.spong.com/screen-shot/c/u/customrobo133182/_-Custom-Robo-GameCube-_.jpg) are structured out. They're enclosed within a space, but they don't have ceilings per se; all the action is contained within the arena, which has various walls and pits and what-not scattered about. I would appreciate floor tiles, "upper" wall tiles for floor pieces / playable area, and "lower" wall tiles for the outsides of the stage and non-playable area. Oh yeah, and skyboxes. Also a wiggly barrier thing for the edge of the stage (separating the stage from the transparent grid effect that extends into the skybox) would be neat but I'm just saying

if I'm still being a vague asshole please ask questions about it
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on June 07, 2014, 02:12:32 AM
Sorry for more DOS crap to bug you about, but I wanted to ask a few questions about Volt Man's tiles.

I'm really not sure how to set up the brick tiles all too well. The green and blue ones aren't too tricky, but it's the grey ones that don't make a whole lot of sense. Are the top 4 supposed to be for the outside of the building, and the bottom 4 for inside?

Also, the spider web is supposed to have the black background, right? That's the way I currently have it set up.

Finally, do you mind making some floor textures for Volt, too? I know it must be a pain by now, but there's not a whole lot to use on the outside of the power plant except for the grey brick everywhere.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 07, 2014, 02:16:47 AM
Sigh.  I blame the dos games for being so lousy.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on June 07, 2014, 03:15:51 AM
I usually use ones like those mostly black ones for roofs in place of the full black in some areas.
Or the upper section of a wall.
Remember, the games were made by 1 and 3 guys respectivily, with the second one being made in like a week. :x
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 07, 2014, 03:33:20 AM
I'll see what I can do about volt textures.  The problem with the bricks is that every damn MM3 DOS stage used basically the same brick textures, so I tried to get a bit experimental with them in places and probably didn't think it through all that well at the time.

SmashBro, you aren't being an asshole... I'm sure this makes perfect sense to somebody who's actually played the BN games.  I think I get what you're saying now, the battle arena pics helped immensely.  Consider the request added to my list of stuff to do eventually.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 07, 2014, 04:01:49 PM
Okay, reworked the bricks and pulled the background off of the spiderwebs so you can use them as decorations rather than the walls themselves.  Also smoothed out the clouds to be a bit more cheerful and cartoony.  Better, right?

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/Volt.png)
Title: Re: NemZ's tileset emporium
Post by: Magnet Dood on June 07, 2014, 04:42:01 PM
Yeah, that looks good to me. Thanks!

EDIT: OK, now I know I wasn't just seeing things. The first time I saw this, it looked exactly like the old sheet. I was going to say something, but I thought it would've been rude.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 11, 2014, 04:38:36 PM
smashbro:  Can you point me at the specific stage(s) you want me to look at?  Because You've sent links for a ton of stuff that pretty clearly doesn't go together.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 21, 2014, 01:13:17 AM
This work for you?
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/BN.png)
Title: Re: NemZ's tileset emporium
Post by: Hallan Parva on June 21, 2014, 01:38:59 AM
[9:21:39 PM] Korby: the gray hurts my eyes
[9:22:59 PM] Smasho Grubba: oh the gray is border textures
[9:23:12 PM] Smasho Grubba: ohhhhh these are animated
[9:24:01 PM] Smasho Grubba: I'm not gonna lie when I say I really REALLY like these textures
[9:24:01 PM] Smasho Grubba: the gray on the green is a little painful though
[9:24:42 PM] Smasho Grubba: though I have no idea how to color theory so I don't know whether to say make it lighter gray or darker gray
[9:25:35 PM] Wheelegator: Korby this is where your college expertise comes in :ugeek:
[9:28:45 PM] Korby: i'd need to see it on a map first


I'm not exactly sure what to say about the gray, but it seems a little... off.
Gut instinct says to make it darker gray since the background is darker colored.

I TOTALLY LOVE IT THOUGH so thank you so much
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 21, 2014, 08:25:43 AM
That's the darkest gray the NES does without going to black, unfortunately.  Its just there as a common neutral so the other bits can flow together smoothly.  And yeah, the lighter gray would probably be worse.
Title: Re: NemZ's tileset emporium
Post by: Shmeckie on June 21, 2014, 08:56:25 AM
Quote from: "NemZ"
Did you have something specific in mind?  I'm open to commissions.

You do know I'm also doing tiles and stuff for a fangame, right?  Our programmer has proven somewhat unreliable but the project isn't dead.

Also not my usual stuff, but I did this a while back and might as well pimp it a little.  :D

(http://i344.photobucket.com/albums/p343/nemss1/Vergence/mets.png)

Though... hmm.  Dos, mm&b2, doc robot, the other 3 darkmen, the genesis unit... Yeah, I could probably stand to add another couple of rows to this sometime.

I just wanted to say this is one of the coolest things I've seen in awhile. Awesome work!
Title: Re: NemZ's tileset emporium
Post by: -Daiki-TheOni on June 21, 2014, 01:29:50 PM
Quote from: "Shmeckie"
Quote from: "NemZ"
Did you have something specific in mind?  I'm open to commissions.

You do know I'm also doing tiles and stuff for a fangame, right?  Our programmer has proven somewhat unreliable but the project isn't dead.

Also not my usual stuff, but I did this a while back and might as well pimp it a little.  :D

(http://i344.photobucket.com/albums/p343/nemss1/Vergence/mets.png)

Though... hmm.  Dos, mm&b2, doc robot, the other 3 darkmen, the genesis unit... Yeah, I could probably stand to add another couple of rows to this sometime.

I just wanted to say this is one of the coolest things I've seen in awhile. Awesome work!

agreed.... "metol skin expansion".... also, that Megaman Network tileset looks cool!
Title: Re: NemZ's tileset emporium
Post by: Fr3akGamer on June 22, 2014, 06:50:08 PM
Do I have permission to use the MMV textures in one of my maps?
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 22, 2014, 10:18:34 PM
Quote from: "In the OP I"
This thread is a clearinghouse of my custom 8bit tilesets, freely available for anyone's use though mostly made for specific expansion projects.
Title: Re: NemZ's tileset emporium
Post by: Fr3akGamer on June 23, 2014, 12:24:33 AM
ADHD pls

Sorry about that.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 24, 2014, 03:18:46 PM
the mets have been updated, because yay.  :D

(http://i344.photobucket.com/albums/p343/nemss1/Vergence/mets.png)
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on June 24, 2014, 11:38:30 PM
Quote from: "NemZ"
the mets have been updated, because yay.  :D

(http://i344.photobucket.com/albums/p343/nemss1/Vergence/mets.png)
I doubt it, but would it be too much to ask for Constellation Droid and Robotized Masters too? Just cause this is freaking amazing.
Don't gotta of course.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 24, 2014, 11:56:51 PM
...what is a 'robotized master'?
Title: Re: NemZ's tileset emporium
Post by: Laggy Blazko on June 25, 2014, 12:00:00 AM
Aren't they those things from that MegamanXSonic shipping Archie Comics crossover?
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on June 25, 2014, 01:08:19 AM
Yea, the sonic characters turned into robot masters in the crossover.
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 25, 2014, 01:10:24 AM
constellation droids are a maybe.  very unlikely for the sonic stuff.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on June 25, 2014, 01:18:28 AM
No problem.
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 21, 2014, 04:12:52 AM
Cross-promotion bump to point you guys at what I've got going on over HERE (http://cutstuff.net/forum/viewtopic.php?f=44&t=7539) for those of you who might not ever look at the tutorials forum.
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 17, 2014, 09:31:14 PM
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/shadetree.png)

A small request, the trees from mm7 shade.  I don't know how big you want to go with the branches, so it's a bit of a mix and match for now.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 27, 2015, 08:05:35 AM
I was bored this weekend and and all this happened:

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/ww3%20magnet.png)

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/ww3%20hard.png)

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/ww3%20top.png)

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/ww3%20shadow.png)

So I guess that means I will be doing all of Wily Wars afterall.  Yay?

Not entirely happy with those top platforms honestly, but not sure what else to do with them as they just don't look much like tops if you make them square-ish to fill the whole block.  Might look at that again later if I think of anything or if anybody has a better idea.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 09, 2015, 04:01:09 PM
And a few more!  turns out these ARE rather different from the NES tiles afterall.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/ww3%20spark.png)

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/ww3%20needle.png)

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/ww3%20snake.png)

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/ww3%20gemini.png)

Also I did come up with what I think is a better fix for top platforms.  Just make it a 3d floors block and add the tapered bottom of the top as a fixed actor rather than as a texture, all with a simple 2-step animation to sell it as spinning.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/ww3%20top%20platforms.png)
Title: Re: NemZ's tileset emporium
Post by: Rozark on February 25, 2015, 09:16:11 PM
Are you in the process of moving things?
If not, your Wily Wars Fireman appears to have been moved or deleted (At least on my end)
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 26, 2015, 07:10:30 AM
tweaked something, I guess the file name wasn't exactly the same after reloading.  Should work fine now.
Title: Re: NemZ's tileset emporium
Post by: NemZ on March 24, 2015, 07:22:42 AM
Been busy IRL, but here's the last of Wily Wars:

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/ww3%20wily14.png)
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/ww3%20wily2356.png)
Title: Re: NemZ's tileset emporium
Post by: Superjustinbros on March 25, 2015, 06:48:31 PM
These are excellent; well done.
Title: Re: NemZ's tileset emporium
Post by: protoman on October 19, 2015, 02:42:45 PM
Hey NemZ. Thanks for your hard and great work on those tilesets.
I am the creator of a Megaman-like engine and game called Rockbot (http://rockbot.upperland.net/) that is set on the Megaman Universe but meant not to use Capcom copyrighted assets.
Lately I was planning to add some stages from Megaman as an package (as I said before, Rockbot is an engine, so you can create multiple games with its editor) to be available as a kind of DLC, and I just found your tilesets, and man, they are brilliant *.*
I will be using some of those, so thank you a lot for doing this :)
Title: Re: NemZ's tileset emporium
Post by: NemZ on October 21, 2015, 04:09:07 AM
Sweet.  I'll have to check that out.
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 02, 2016, 10:20:37 AM
So a while ago I did the MM&B tiles and said at the time I wasn't all that thrilled with the version of Dynamo Man that I churned out.  Well, I finally got around to taking a second swing at that, taking some cues from the one used for that stage in mm8bdm...minus the weird pink stuff.

old:
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/dynamo.png)

new:
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/dynamo2.png)
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 24, 2016, 10:03:31 PM
A few requested updates to my Powered Up tiles that were a little too flat when used in maps:

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/PU_fire.png)
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/PU_guts.png)
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 04, 2016, 07:34:50 AM
A few more updates, but some not worth changing the whole thing for.
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/PU_ice.png)

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/PU_bomb%20x.png)     (http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/PU_cut%20x.png)     (http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/PU_elec%20x.png)
Title: Re: NemZ's tileset emporium
Post by: Knux on February 04, 2016, 11:43:36 AM
Those look really nice as usual. Just keep in mind however that floor and ceiling flat size should always be a multiple of 2, such as 16 and 32 so that they don't bug out visually.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 04, 2016, 12:01:44 PM
They should all be a multiple of 16 actually.  Did something get cut off somewhere?
Title: Re: NemZ's tileset emporium
Post by: Knux on February 04, 2016, 01:09:24 PM
Well... not yet, thankfully. I was just referring to the ice floor there that's 32x48. Thing is, they're difficult to use properly so in the case of things like the 48x48 floors in Fire PU's set, I just split them into nine tiles to avoid having to move sectors all the time.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 05, 2016, 03:33:41 AM
But in the game that's a giant fixed-size block, kind of like Air Tikis.  Breaking that up is... weird.  I just figured you'd be taking that sort of thing into account in the stage design.

That floor was 48x16 originally, but I thought it was a bit too small.  It should tile fine though, so no biggie to just apply it all at once.
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 11, 2016, 01:19:42 AM
More PU tweaking/expanding:

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/PU_intro.png)
(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/PU_wily1.png)
Title: Re: NemZ's tileset emporium
Post by: NemZ on February 16, 2016, 07:49:41 AM
I decided I didn't much care for the old background on PU_cut so I spiced it up a bit.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/PU_cut.png)
Title: Re: NemZ's tileset emporium
Post by: NemZ on March 28, 2016, 08:30:17 AM
Pretty much all of the powered up tilesets have been updated to include things I missed the first time and general improvements in fighting the 'flatness' of the prior versions.
Title: Re: NemZ's tileset emporium
Post by: Knux on March 28, 2016, 06:04:52 PM
It was fun working on this too, Nemz. I just wanted to point out you're a really great teacher.  :mrgreen:
Title: Re: NemZ's tileset emporium
Post by: NemZ on March 29, 2016, 03:55:17 AM
Thanks.  Good times all around.
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on April 23, 2016, 06:48:50 PM
Can I use the Tileset of MMX for my fangame? I'll give you credit.
Title: Re: NemZ's tileset emporium
Post by: NemZ on April 27, 2016, 02:59:13 AM
As it says in the first post of the thread, yeah, all my stuff is intended as a community resource.  If you have a good use for it then feel free!
Title: Re: NemZ's tileset emporium
Post by: NemZ on May 27, 2016, 07:17:15 AM
Update to include better tiling rocks and a slight color change on the beach/rocks to make the contrast a little softer.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/pirate.png)
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on June 27, 2016, 03:37:44 PM
Could you make a tileset and background 8-bit version of the final stage of sigmas fortress in X1 plz?
Title: Re: NemZ's tileset emporium
Post by: NemZ on June 28, 2016, 05:16:44 PM
Not sure what you're going to do with just a vertical pipe, but here's a quick and dirty remake.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/mmx%20sigma.png)
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on July 01, 2016, 07:33:16 PM
Lol thx this will do perfectly. Its for the fan-game.
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on July 19, 2016, 01:59:49 PM
You're probably busy with something else but Im gonna ask anyway. Would you like to help me with my fan-game by making Chill Penguins stage out of your tilesets please? I'm only asking that one stage for now. I'll still credit you for the hard work! :D
Title: Re: NemZ's tileset emporium
Post by: NemZ on July 20, 2016, 06:26:01 AM
Nope, I actually have a lot on my plate for the foreseeable future.  Very unlikely I'll be doing anything more here any time soon.
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on July 20, 2016, 01:22:53 PM
So you will help me or no?
Title: Re: NemZ's tileset emporium
Post by: -FiniteZero- on July 20, 2016, 02:42:56 PM
My guess is no, at least not in the forseeable future.
Since that's what he said.
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on July 20, 2016, 03:08:59 PM
Well if that's true then at least tell me someone is skilled at this work. I got a rough schedule and really need someone to this for me.
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on July 23, 2016, 01:28:10 AM
Actually you know what? If you can't then that's alright. I'll just request something if I need it. Which right now, I don't need anything. :)
Title: Re: NemZ's tileset emporium
Post by: LemonPig on August 15, 2016, 12:03:23 AM
how do i make the tilesets into PNG's?
Title: Re: NemZ's tileset emporium
Post by: NemZ on August 18, 2016, 04:28:14 AM
They are pngs.  Or Photoshop, if that's what you mean, I guess?
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on September 07, 2016, 07:17:25 PM
Could you do the inside of Juno's Boss Chamber from MegaMan Legends 1 please?
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 08, 2016, 01:57:59 AM
I really don't have the time anymore.  law school is pretty intense.
Title: Re: NemZ's tileset emporium
Post by: LemonPig on September 08, 2016, 04:41:58 PM
Just have quick question.
Could you make the stardroid tiles, but with not separation(aka GM tiles)?
Title: Re: NemZ's tileset emporium
Post by: Korby on September 08, 2016, 08:02:35 PM
It's not that hard to piece them together yourself.
If you don't have the patience to do that, I'd be surprised if you could make an entire game.
Title: Re: NemZ's tileset emporium
Post by: LemonPig on September 09, 2016, 07:43:50 PM
im more experienced in programming that image editing.
PLUS,im not making this game alone.
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on September 12, 2016, 11:25:45 PM
Bruh its not that time consuming... Just do the tiles you need rather than all the stardroids at once.
Title: Re: NemZ's tileset emporium
Post by: NemZ on September 13, 2016, 09:19:19 PM
I'm not interested in spending my sparse free time on tedious busywork for your convenience, sorry.
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on October 16, 2016, 03:10:34 PM
If you're not busy, could you please make the Sigma Stage 2 and 3 tilesets from X1, or at least give a sample to go off of so I could finish the rest of them? I don't need anything 3D since I could do the translations myself if needed.
Title: Re: NemZ's tileset emporium
Post by: Mendez on October 16, 2016, 07:10:23 PM
Nemz made a pretty good tutorial on making your own tiles (http://cutstuff.net/forum/index.php?topic=7539.0), which is pretty much the only reason you post on these forums. I gotta recommend checking it out and giving it a shot.
Edit: I take that back, you already know about that tutorial. Still, give it a shot dude, you can't rely on everyone to make things happen for you. Sometimes you gotta make it happen yourself.
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on October 17, 2016, 01:33:54 AM
Lol yeah. I have tried to use method and in fact, am reasonably good with it if I have a palette. I can do great with that method if I had a simple palette and example to go off of. And well, for the record, I do see what you mean. Yeah I would like to do everything own. But I have been doing things on my own all the time. In fact, I have to take the role as lead spriter, coder and advertiser (in terms of my fan-game) along with dealing with life and school. Personally, a small push in the right direction, even a small one, can help a long way~ :) Like said, I only need a sample (aka a palette and example) as I have read he is busy so I dont want to give him too hard of work.
Title: Re: NemZ's tileset emporium
Post by: BlastDaSky on October 17, 2016, 07:52:59 PM
Megaman x2 Tilesets?
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 10, 2016, 01:15:20 PM
Quick update... I was skimming through my old stuff for reasons and noticed that weird black sky I gave Launch Octopus's stage.  I have no idea why that was a thing in the first place and it kinda bugged me, so it's not anymore.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/launch%20octopus.png)

Only one week of finals left in this semester, so I'm thinking of doing some X2 stuff soonish, maybe.  Or possibly those X1 Sigma requests earlier.
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on December 19, 2016, 01:19:05 AM
Ohh Thank god~ Welp that gives me at least a little hope  :p
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 21, 2016, 12:30:07 AM
So here's all that covered:

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/x1sigma1.png)

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/x1sigma2.png)

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/x1sigma3.png)

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/x1sigma4.png)
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on December 24, 2016, 05:27:43 PM
Omg You did them all. Well thanks~ I'm sorry if I may sound displeased. I ain't. I'm just really surprised at how you did all the Stages. Even when I asked for only two. Thanks Soooo much!!! (This is like, a Christmas Gift right here lol) I kinda wish I could repay you a little more than just giving you credits in the game.  :)
Title: Re: NemZ's tileset emporium
Post by: NemZ on December 24, 2016, 09:25:13 PM
I did 2&3 now.  1 was already done but I noticed a bit I missed earlier so it got an update.  At that point I figured I might as well link stage 4 just for the hell of it to round out the whole bunch, even though I didn't touch that one since last time.

You're welcome.  Merry Xmas.
Title: Re: NemZ's tileset emporium
Post by: ThelegendaryTom on December 24, 2016, 10:07:44 PM
Lol Merry Xmas to you too and good luck on the X2 Tilesets~
Title: Re: NemZ's tileset emporium
Post by: NemZ on January 06, 2017, 12:38:10 PM
GBD rides forever in our hearts.

(http://i344.photobucket.com/albums/p343/nemss1/Megaman%20tiles/GBD.png)
Title: Re: NemZ's tileset emporium
Post by: Entity1037 on February 24, 2017, 07:27:09 AM
Link to the Cold Man tiles for Mega Man and Bass is broken.
EDIT:
Never-mind, my internet was just being super dumb I guess.
Title: Re: NemZ's tileset emporium
Post by: Entity1037 on July 17, 2017, 11:47:04 PM
All of the tilesets have been taken down by photobucket and replaced with images saying to update your account to enable 3rd party hosting.   o.o
Title: Re: NemZ's tileset emporium
Post by: NaOH on July 28, 2017, 04:30:53 PM
I would recommend using imgur (http://imgur.com/).
Title: Re: NemZ's tileset emporium
Post by: kuja killer on September 15, 2017, 08:02:43 PM
Any possibility the author of this post may come back sometime...to fix all those images, so there not lost forever cause of stupid photobucket ?? :(

even right-clicking any of these images, and pasting the link directly in browser, still says that annoying upgrade account image.
Title: Re: NemZ's tileset emporium
Post by: fortegigasgospel on September 15, 2017, 09:18:07 PM
Oh right I only ever shared it on Discord. Here is a zip with all his tilesets (http://www.mediafire.com/file/c7vs5g55577azwm/NemZ%27s_Tile_Emporium.zip).