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Author Topic: NemZ's tileset emporium  (Read 144595 times)

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February 14, 2012, 07:47:26 PM
Reply #135

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #135 on: February 14, 2012, 07:47:26 PM »
a volcano?  ...why?

February 14, 2012, 07:48:26 PM
Reply #136

Offline verifiaman

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Re: NemZ's tileset emporium
« Reply #136 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.

February 14, 2012, 07:51:24 PM
Reply #137

Offline fortegigasgospel

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Re: NemZ's tileset emporium
« Reply #137 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.

February 14, 2012, 07:54:05 PM
Reply #138

Offline verifiaman

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Re: NemZ's tileset emporium
« Reply #138 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.

February 15, 2012, 01:23:53 PM
Reply #139

Offline Russel

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Re: NemZ's tileset emporium
« Reply #139 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

February 15, 2012, 02:13:52 PM
Reply #140

Offline Hallan Parva

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Re: NemZ's tileset emporium
« Reply #140 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

February 15, 2012, 02:40:33 PM
Reply #141

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #141 on: February 15, 2012, 02:40:33 PM »
I am confused.  Please insert info.

February 15, 2012, 08:29:00 PM
Reply #142

Offline Korby

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Re: NemZ's tileset emporium
« Reply #142 on: February 15, 2012, 08:29:00 PM »
He's making a SHMUP game and would like a volcano background for it, I think.

February 15, 2012, 08:55:04 PM
Reply #143

Offline Hallan Parva

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Re: NemZ's tileset emporium
« Reply #143 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.

February 15, 2012, 09:41:27 PM
Reply #144

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #144 on: February 15, 2012, 09:41:27 PM »
no biggie.

February 20, 2012, 02:45:23 AM
Reply #145

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #145 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.

February 20, 2012, 04:12:37 AM
Reply #146

Offline Magnet Dood

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Re: NemZ's tileset emporium
« Reply #146 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!

February 20, 2012, 10:59:49 AM
Reply #147

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #147 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.

February 20, 2012, 02:42:58 PM
Reply #148

Offline Magnet Dood

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Re: NemZ's tileset emporium
« Reply #148 on: February 20, 2012, 02:42:58 PM »
Wave Man's skybox is now 30% cooler.

February 20, 2012, 04:09:54 PM
Reply #149

Offline fortegigasgospel

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Re: NemZ's tileset emporium
« Reply #149 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.