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Author Topic: NemZ's tileset emporium  (Read 163315 times)

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September 17, 2012, 03:59:52 PM
Reply #240

Knux

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Re: NemZ's tileset emporium
« Reply #240 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.

September 17, 2012, 10:00:21 PM
Reply #241

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #241 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.

September 17, 2012, 10:48:41 PM
Reply #242

Offline Russel

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Re: NemZ's tileset emporium
« Reply #242 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

September 21, 2012, 06:00:47 PM
Reply #243

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #243 on: September 21, 2012, 06:00:47 PM »
Added another one.

September 24, 2012, 03:06:49 AM
Reply #244

Offline verifiaman

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Re: NemZ's tileset emporium
« Reply #244 on: September 24, 2012, 03:06:49 AM »
Quote from: "NemZ"
Added another one.

oh yes... what's this mmv project?

September 24, 2012, 04:01:54 AM
Reply #245

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #245 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.

September 25, 2012, 02:29:48 AM
Reply #246

Knux

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Re: NemZ's tileset emporium
« Reply #246 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.

September 25, 2012, 03:03:53 AM
Reply #247

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #247 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.

September 25, 2012, 07:54:22 PM
Reply #248

Offline verifiaman

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Re: NemZ's tileset emporium
« Reply #248 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

September 26, 2012, 03:19:00 AM
Reply #249

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #249 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.

September 27, 2012, 12:25:20 PM
Reply #250

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #250 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.

September 27, 2012, 03:03:47 PM
Reply #251

Offline verifiaman

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Re: NemZ's tileset emporium
« Reply #251 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?

September 27, 2012, 03:21:24 PM
Reply #252

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #252 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.

September 27, 2012, 08:45:55 PM
Reply #253

Offline Korby

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Re: NemZ's tileset emporium
« Reply #253 on: September 27, 2012, 08:45:55 PM »
Snazzy job on the intro stage, it looks really nice!

October 03, 2012, 04:35:41 AM
Reply #254

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #254 on: October 03, 2012, 04:35:41 AM »
added another one.  mine cart racing, perhaps?

Oh, and thanks Korby!