Advanced Search

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

0 Members and 1 Guest are viewing this topic.

January 14, 2013, 12:25:31 AM
Reply #315

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
Re: NemZ's tileset emporium
« Reply #315 on: January 14, 2013, 12:25:31 AM »
Quote from: "Magnet Dood"
I think he means CSCM's remixed maps, if I had to take a stab at it.
Yes, that is what I ment.

January 14, 2013, 12:36:34 AM
Reply #316

Offline NemZ

  • MM8BDM Extender
  • ****
  • Date Registered: October 13, 2010, 03:00:53 PM

    • View Profile
Re: NemZ's tileset emporium
« Reply #316 on: January 14, 2013, 12:36:34 AM »
Ahh, you meant seeing them used in a stage map... I thought you were saying something about the tiles themselves.  Yeah, seeing them actually get used somewhere would of course be the hope, and some of the tilesets for the first few games were pretty craptastic so it's a good upgrade all around.  

I probably will not be doing wily wars versions of mm3 though because they didn't get anywhere near the same 'remix' treatment as the first two.

January 16, 2013, 07:00:35 PM
Reply #317

Offline Knux

  • Standard Member
  • *
  • Date Registered: September 04, 2009, 06:56:01 AM

    • View Profile
Re: NemZ's tileset emporium
« Reply #317 on: January 16, 2013, 07:00:35 PM »
Wait a second. I can use the WW Air Man tiles in my Air Man Remixed! Just you wait until this weekend... kekekeke.

I'm gonna start thinking of a good layout so I can use those MM7 Intro Stage tiles as well.

January 19, 2013, 08:30:42 AM
Reply #318

Offline NemZ

  • MM8BDM Extender
  • ****
  • Date Registered: October 13, 2010, 03:00:53 PM

    • View Profile
Re: NemZ's tileset emporium
« Reply #318 on: January 19, 2013, 08:30:42 AM »
Bubble Man, yo.  I might add the background later, but that wavy effect is a huge headache.


February 23, 2013, 01:00:56 PM
Reply #319

Offline NemZ

  • MM8BDM Extender
  • ****
  • Date Registered: October 13, 2010, 03:00:53 PM

    • View Profile
Re: NemZ's tileset emporium
« Reply #319 on: February 23, 2013, 01:00:56 PM »


Heat man.  Yes, the stage is pink in the genesis version.  Deal with it.

also added a little more animation to WW Metal

February 24, 2013, 05:34:21 AM
Reply #320

Offline Knux

  • Standard Member
  • *
  • Date Registered: September 04, 2009, 06:56:01 AM

    • View Profile
Re: NemZ's tileset emporium
« Reply #320 on: February 24, 2013, 05:34:21 AM »
You know Nemz, when using your tiles people sometimes ask themselves what textures to use as floors. So that brings the question: do you make floor tiles for every set, just for some or do you leave floors for others to make? It's just a little confusing, is all.

February 24, 2013, 03:24:57 PM
Reply #321

Offline NemZ

  • MM8BDM Extender
  • ****
  • Date Registered: October 13, 2010, 03:00:53 PM

    • View Profile
Re: NemZ's tileset emporium
« Reply #321 on: February 24, 2013, 03:24:57 PM »
I usually try to think of the tops and sides of things that aren't actually visible in the original tilesheet, yeah, but if you just look at the original stage in question it shouldn't be too hard to figgure out.

In this case I made 3 variations of the normal and cracked bricks (pink) for just that purpose, along with a solid 'slab' area to top off some sections and a 'hole' texture to break it up, and the grey tubes (with custom endcaps) could certainly be navigable surfaces as well to break it up a bit.  The more purple stuff should probably be confined to some special area walls and the skybox.

If people have questions like that I'm always happy to help, and in several cases I've gone back and made extra things to fit a need that the original sheet didn't cover.

February 24, 2013, 06:00:26 PM
Reply #322

Offline Rozark

  • MM8BDM Extender

  • Mr. Explorer
  • *********
  • Date Registered: August 28, 2011, 04:46:04 PM

    • View Profile
    • Rozark #0873
Re: NemZ's tileset emporium
« Reply #322 on: February 24, 2013, 06:00:26 PM »
Alright then, what would be considered the floor tiles in Wily Wars Cutman?

February 24, 2013, 07:30:55 PM
Reply #323

Offline Stardust

  • Enthusiast
  • *
  • Date Registered: July 15, 2012, 07:42:47 AM

    • View Profile
Re: NemZ's tileset emporium
« Reply #323 on: February 24, 2013, 07:30:55 PM »
Quote from: "Rozark"
Alright then, what would be considered the floor tiles in Wily Wars Cutman?
Even if there is a floor-considered texture by NemZ, you could still use the one which looks the most floorish to you, it's only a recommandation. Like, in the NES version of Cut Man's stage, the inside wall texture (a.k.a as "plain gray color" =w=) has been used as a wall but also a floor in the halls of the MM8BDM Cut Man-
Cre, cre, creative.

February 25, 2013, 04:12:28 PM
Reply #324

Offline NemZ

  • MM8BDM Extender
  • ****
  • Date Registered: October 13, 2010, 03:00:53 PM

    • View Profile
Re: NemZ's tileset emporium
« Reply #324 on: February 25, 2013, 04:12:28 PM »
I'd use the various white/orange tiles, perhaps with green/orange piping borders, for most of the floors.  Perhaps bricks here and there to break it up.

But yes, floor tiles are always just going to be a judgment call because clearly the games aren't going to tell you what to put there.

February 25, 2013, 09:13:01 PM
Reply #325

Offline Rozark

  • MM8BDM Extender

  • Mr. Explorer
  • *********
  • Date Registered: August 28, 2011, 04:46:04 PM

    • View Profile
    • Rozark #0873
Re: NemZ's tileset emporium
« Reply #325 on: February 25, 2013, 09:13:01 PM »
Well, I did science and am now using the darker tiles, seeing as that is more fitting for the sort of map in the works.

February 26, 2013, 03:53:37 AM
Reply #326

Offline NemZ

  • MM8BDM Extender
  • ****
  • Date Registered: October 13, 2010, 03:00:53 PM

    • View Profile
Re: NemZ's tileset emporium
« Reply #326 on: February 26, 2013, 03:53:37 AM »
Hey, if you say so.  If you look at the actual stage it's based on, however, the darker grey rectangle stuff is all background walls.  Just sayin.



And yes, I know I left out the glowing animation.  I did that on purpose to simplify things and let the orange tie things together a bit more.

February 26, 2013, 07:24:52 AM
Reply #327

Offline Rozark

  • MM8BDM Extender

  • Mr. Explorer
  • *********
  • Date Registered: August 28, 2011, 04:46:04 PM

    • View Profile
    • Rozark #0873
Re: NemZ's tileset emporium
« Reply #327 on: February 26, 2013, 07:24:52 AM »
Well, I just needed a more variety of a tileset for Cutman, because too much bright green isn't great for this sort of map I'm making. I slightly altered a few things, but when the final version is all said and done, you'll still be credited for providing these resources. I'm not sure if you looked at the screenshots thread at the time, but I've already made a map using some of the Wily Wars Gutsman tiles. There's probably a few others I'll use as I continue to create and finish these maps for Rozpack V3.

February 26, 2013, 01:19:24 PM
Reply #328

Offline NemZ

  • MM8BDM Extender
  • ****
  • Date Registered: October 13, 2010, 03:00:53 PM

    • View Profile
Re: NemZ's tileset emporium
« Reply #328 on: February 26, 2013, 01:19:24 PM »
Sure, cool.  I have a thing about sticking to the strict nes pallete limits but that isn't always best for the look of a stage so I understand if you change things up.

Nope, I haven't seen what you've done with guts.  There's really on a few threads I pay any attention to around here and I haven't actually played MM8BDM in quite some time.  I just do this stuff because it's fun and keeps me busy when my workload drops off.  Juggling 4 jobs atm though, including backgrounds and sprites for another phone game (woo!) so don't expect WW2 Wood to be done anytime soon.

February 26, 2013, 03:38:00 PM
Reply #329

Offline Knux

  • Standard Member
  • *
  • Date Registered: September 04, 2009, 06:56:01 AM

    • View Profile
Re: NemZ's tileset emporium
« Reply #329 on: February 26, 2013, 03:38:00 PM »
The Guts Man Remixed map I made based on a layout by YD uses your WW Guts textures as well as the core ones. The map's posted on the CSCM thread, so you might wanna take a look. I'm not sure I used the texture with the two pipes correctly. In fact, it's nearly all over the place on caves. I also wasn't sure about the rocky grates even after looking at the level, so I used them both on walls and on some floors outside.

Eh, it's better if you just see it for yourself.