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

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February 23, 2012, 04:09:59 PM
Reply #150

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #150 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.

February 23, 2012, 04:25:57 PM
Reply #151

Offline fortegigasgospel

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Re: NemZ's tileset emporium
« Reply #151 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.

February 23, 2012, 10:07:49 PM
Reply #152

Offline Magnet Dood

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Re: NemZ's tileset emporium
« Reply #152 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

February 23, 2012, 10:15:11 PM
Reply #153

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #153 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.

February 26, 2012, 06:54:25 AM
Reply #154

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #154 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.

February 26, 2012, 07:22:25 AM
Reply #155

Offline fortegigasgospel

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Re: NemZ's tileset emporium
« Reply #155 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.

February 26, 2012, 07:33:51 AM
Reply #156

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #156 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.

February 26, 2012, 03:42:05 PM
Reply #157

Offline fortegigasgospel

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Re: NemZ's tileset emporium
« Reply #157 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.

February 26, 2012, 03:42:55 PM
Reply #158

Offline Magnet Dood

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Re: NemZ's tileset emporium
« Reply #158 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.

February 26, 2012, 05:06:21 PM
Reply #159

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #159 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.)

February 26, 2012, 05:09:45 PM
Reply #160

Offline Magnet Dood

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Re: NemZ's tileset emporium
« Reply #160 on: February 26, 2012, 05:09:45 PM »
Ah, that looks much better.

Thanks again! Can't wait to see those last two tilesets!

March 16, 2012, 07:39:43 PM
Reply #161

Offline HD_

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Re: NemZ's tileset emporium
« Reply #161 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)

March 16, 2012, 11:23:06 PM
Reply #162

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #162 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.

March 16, 2012, 11:39:00 PM
Reply #163

Offline HD_

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Re: NemZ's tileset emporium
« Reply #163 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)

March 16, 2012, 11:47:16 PM
Reply #164

Offline fortegigasgospel

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Re: NemZ's tileset emporium
« Reply #164 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.