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Author Topic: NemZ's tileset emporium  (Read 144604 times)

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December 12, 2012, 06:08:48 PM
Reply #300

Offline Knux

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Re: NemZ's tileset emporium
« Reply #300 on: December 12, 2012, 06:08:48 PM »
Those look so good. It's a total shame that I can't use them in the remix map I made.

And I mean that NES Airman textures look like someone wanted to get out of work early when they were made.

December 15, 2012, 02:32:34 AM
Reply #301

Offline Geno

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Re: NemZ's tileset emporium
« Reply #301 on: December 15, 2012, 02:32:34 AM »
I remember I made something similar to those Airman tile devamps, but I used the original NES palette. (you know, the white, black, blue and red one.)

December 15, 2012, 01:09:38 PM
Reply #302

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #302 on: December 15, 2012, 01:09:38 PM »
It still is mostly the same color scheme since the blue was the background showing through the alpha channel from the background.  I just filled some of that in with black because transparent sections don't work well with 3d floors, which an Airman stage desperately wants to use.  Making the common color white rather than blue opened up a lot more room for shading.

December 30, 2012, 12:21:17 AM
Reply #303

Offline Knux

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Re: NemZ's tileset emporium
« Reply #303 on: December 30, 2012, 12:21:17 AM »
Nemz, you know that blue generator tile in Flame Mammoth's tileset? Could you give it a red tint for me? It's for a CTF map, and I can't get it to look right.

December 30, 2012, 12:46:15 AM
Reply #304

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #304 on: December 30, 2012, 12:46:15 AM »
This work for you?  I'm not adding it to the main listing.


Also recently did this for someone else as part of a skybox filler

December 30, 2012, 01:03:33 AM
Reply #305

Offline Knux

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Re: NemZ's tileset emporium
« Reply #305 on: December 30, 2012, 01:03:33 AM »
That looks perfect, Nemz. Thank you very much!

*hops back into Slumped*

EDIT: They display as completely black for some odd reason. They look just fine in the builder's 3D Mode though... strange.

EDIT 2: Made a recolor that displays, but looks eugh. I saved yours for when I find out what happened.

December 30, 2012, 06:54:09 AM
Reply #306

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #306 on: December 30, 2012, 06:54:09 AM »
Huh, that's weird.  Same shades of red I always use, right out of the closest to NES RGB values I can find.  Did you try both rendering modes?  I know the palette file was changed for v3 so who knows what might happen.

December 30, 2012, 11:48:05 AM
Reply #307

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #307 on: December 30, 2012, 11:48:05 AM »


That stage should definately push the height limit.

January 01, 2013, 10:01:10 AM
Reply #308

Offline Knux

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Re: NemZ's tileset emporium
« Reply #308 on: January 01, 2013, 10:01:10 AM »
That looks like it would be good with a camera in the skybox moving up and down slowly.

January 07, 2013, 10:31:59 AM
Reply #309

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #309 on: January 07, 2013, 10:31:59 AM »


I assure you this is totally nes legal despite all those extra colors.  Palette cycling is nifty like that.

This would probably look especially cool (heh) if most of it was set to be partially transparent, and not just the 'fence' sections that should be layered with the backgrounds to give some depth, similar to how Burner Man was arranged.  WW stages just love paralax scrolling backgrounds.

January 08, 2013, 05:33:44 AM
Reply #310

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #310 on: January 08, 2013, 05:33:44 AM »
and then this happened too!  Lots of animation in this set.



Which is the worse pun... to point out that 2 in one day was pretty Quick work or that I got them done in a Flash?

January 13, 2013, 08:30:11 AM
Reply #311

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #311 on: January 13, 2013, 08:30:11 AM »
And another one.  Also added a few more to Flash and Quick for variety's sake.


January 13, 2013, 02:15:46 PM
Reply #312

Offline fortegigasgospel

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Re: NemZ's tileset emporium
« Reply #312 on: January 13, 2013, 02:15:46 PM »
:Personally would like to see the X versions of maps using these tiles, cause them being remixed and all same with the tiles:

January 13, 2013, 10:49:50 PM
Reply #313

Offline NemZ

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Re: NemZ's tileset emporium
« Reply #313 on: January 13, 2013, 10:49:50 PM »
...eh?  Not sure what you mean, man.  I already did X1, if that's what you're talking about.

January 14, 2013, 12:03:20 AM
Reply #314

Offline Magnet Dood

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Re: NemZ's tileset emporium
« Reply #314 on: January 14, 2013, 12:03:20 AM »
I think he means CSCM's remixed maps, if I had to take a stab at it.