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Author Topic: NemZ's tileset emporium  (Read 144589 times)

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February 03, 2012, 01:27:27 PM
Reply #120

Offline Russel

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Re: NemZ's tileset emporium
« Reply #120 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.

February 03, 2012, 07:11:36 PM
Reply #121

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #121 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.

February 05, 2012, 10:28:48 AM
Reply #122

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #122 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.

February 05, 2012, 04:08:58 PM
Reply #123

Offline Magnet Dood

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Re: NemZ's tileset emporium
« Reply #123 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!

February 06, 2012, 07:14:52 AM
Reply #124

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #124 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:

February 06, 2012, 06:03:55 PM
Reply #125

Offline fortegigasgospel

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Re: NemZ's tileset emporium
« Reply #125 on: February 06, 2012, 06:03:55 PM »
Wonder if this may help you, its kinda jumbled.
(click to show/hide)

February 06, 2012, 09:10:19 PM
Reply #126

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #126 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.

February 13, 2012, 02:42:47 PM
Reply #127

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #127 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.

February 13, 2012, 09:13:46 PM
Reply #128

Offline Magnet Dood

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Re: NemZ's tileset emporium
« Reply #128 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!

February 13, 2012, 10:24:26 PM
Reply #129

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #129 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.

February 13, 2012, 10:27:00 PM
Reply #130

Offline Magnet Dood

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Re: NemZ's tileset emporium
« Reply #130 on: February 13, 2012, 10:27:00 PM »
Good point, but we might just do two different sets.

Interesting propostition though...

February 13, 2012, 11:10:35 PM
Reply #131

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #131 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.

February 14, 2012, 03:31:07 PM
Reply #132

Offline verifiaman

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Re: NemZ's tileset emporium
« Reply #132 on: February 14, 2012, 03:31:07 PM »
Could you do a megaman zx or zero tileset?

February 14, 2012, 05:42:08 PM
Reply #133

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #133 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.

February 14, 2012, 07:08:11 PM
Reply #134

Offline Hallan Parva

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Re: NemZ's tileset emporium
« Reply #134 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.