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

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October 29, 2012, 09:49:17 AM
Reply #270

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #270 on: October 29, 2012, 09:49:17 AM »
Sting is up.

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


October 30, 2012, 02:19:50 PM
Reply #271

Knux

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Re: NemZ's tileset emporium
« Reply #271 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.

October 30, 2012, 05:55:57 PM
Reply #272

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #272 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:

October 30, 2012, 07:55:16 PM
Reply #273

Knux

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Re: NemZ's tileset emporium
« Reply #273 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.

October 31, 2012, 05:22:46 AM
Reply #274

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #274 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.

November 04, 2012, 09:54:33 AM
Reply #275

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #275 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.

November 11, 2012, 04:19:17 AM
Reply #276

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #276 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.

November 11, 2012, 07:37:03 AM
Reply #277

Knux

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Re: NemZ's tileset emporium
« Reply #277 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*

December 03, 2012, 04:26:33 PM
Reply #278

Knux

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Re: NemZ's tileset emporium
« Reply #278 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.  :|

December 04, 2012, 04:56:48 AM
Reply #279

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #279 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.

December 04, 2012, 06:40:17 AM
Reply #280

Offline Hallan Parva

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Re: NemZ's tileset emporium
« Reply #280 on: December 04, 2012, 06:40:17 AM »
you know how Guts Lifts use sprites





yeah sort of like that

December 04, 2012, 09:30:45 AM
Reply #281

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #281 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.

December 04, 2012, 01:40:22 PM
Reply #282

Knux

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Re: NemZ's tileset emporium
« Reply #282 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?

December 04, 2012, 10:07:56 PM
Reply #283

Offline Superjustinbros

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Re: NemZ's tileset emporium
« Reply #283 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?

December 04, 2012, 10:28:46 PM
Reply #284

Offline Korby

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Re: NemZ's tileset emporium
« Reply #284 on: December 04, 2012, 10:28:46 PM »
I think CopShowGuy already ripped those, you could probably ask him for the tiles.