[WIP] New Desert Tileset
Re: [FND] New Desert Tileset
Hi,
The tileable version is a awesome compromise with the current engine capacities, and the graphical improvement.
Guys, this whole topic is AWESOME!
I simply had a question for Len:
I saw in a few thread above that we still could see the sand below the water in the previous beach tiles.
I know that you made the water level go deeper in one tile for simplification reason, and I will be fine if you decide to keep that as is.
Yet, I still wonder whether you somehow had the intention to later do a longer beach type, with the water/sand animation,
not deep water tiles with animated waves above them and then deep water:
(Excuse the really bad quality of this poor mockup, but I hope you get the idea.) Best regards,
Bertram
The tileable version is a awesome compromise with the current engine capacities, and the graphical improvement.
Guys, this whole topic is AWESOME!
I simply had a question for Len:
I saw in a few thread above that we still could see the sand below the water in the previous beach tiles.
I know that you made the water level go deeper in one tile for simplification reason, and I will be fine if you decide to keep that as is.
Yet, I still wonder whether you somehow had the intention to later do a longer beach type, with the water/sand animation,
not deep water tiles with animated waves above them and then deep water:
(Excuse the really bad quality of this poor mockup, but I hope you get the idea.) Best regards,
Bertram
Re: [FND] New Desert Tileset
I'm still planning on adding in the sand texture later, for now I'm focusing on the basic animations.Bertram wrote:Hi,
The tileable version is a awesome compromise with the current engine capacities, and the graphical improvement.
Guys, this whole topic is AWESOME!
I simply had a question for Len:
I saw in a few thread above that we still could see the sand below the water in the previous beach tiles.
I know that you made the water level go deeper in one tile for simplification reason, and I will be fine if you decide to keep that as is.
Yet, I still wonder whether you somehow had the intention to later do a longer beach type, with the water/sand animation,
not deep water tiles with animated waves above them and then deep water:
(Excuse the really bad quality of this poor mockup, but I hope you get the idea.) Best regards,
Bertram
Pixel Battalion
Re: [WIP] New Desert Tileset
This topic is back to WIP.
I would also like to point out that we still need to work on the desert walls too. Another thing is that if we do an animated beach tileset, we would need to do it for the desert, the woodland and the snow areas.
I would also like to point out that we still need to work on the desert walls too. Another thing is that if we do an animated beach tileset, we would need to do it for the desert, the woodland and the snow areas.
Re: [WIP] New Desert Tileset
Update:
Still have a few issues to work through
(the dock would also need a slight alteration)
We should just do everything that was on your list so we don't need to mess with the tileset again for awhile
Add a shadow to everything.
Make all stone/rocks use the same colors palette.
Make all the wooden tiles use the same color palette.
Add the tictactoe tileset to that tileset but with updated floor.
Make the walls less yellow and use bigger stones (if possible).
Add variants to the windows.
Add variants to the walls floor.
Add variants to the walls (loopholes, windows, etc...).
Update the "trans_woodland-desert" tileset separatly.
Make different colors of the "shops".
Make all the walls be of the same height (entrance is 1 tile to high atm).
Make the footsteps stick out more.
Change the color of the monster skulltiles..
Review and remake the outlines of the fringe tiles.
Make tiles for larger towers.
Add good content (briges, trees) from the "mountain.png" tileset and adapt it to that tileset.
Add some sea&cliffs tiles (together, meaning the sea hits the cliff).
Add a dead palm tree.
Add 4.4 tiles of dry ground/sand, cracked.
Make all flags be nearly the same (stone&wooden parts).
Add flags against the city walls (blue)
(pieced together)Still have a few issues to work through
Should be easy enough to add a transition from beach to grass for woodland, the Snow area however would prove more difficult because of the ice.Ali-G wrote:This topic is back to WIP.
I would also like to point out that we still need to work on the desert walls too. Another thing is that if we do an animated beach tileset, we would need to do it for the desert, the woodland and the snow areas.
(the dock would also need a slight alteration)
We should just do everything that was on your list so we don't need to mess with the tileset again for awhile
Add a shadow to everything.
Make all stone/rocks use the same colors palette.
Make all the wooden tiles use the same color palette.
Add the tictactoe tileset to that tileset but with updated floor.
Make the walls less yellow and use bigger stones (if possible).
Add variants to the windows.
Add variants to the walls floor.
Add variants to the walls (loopholes, windows, etc...).
Update the "trans_woodland-desert" tileset separatly.
Make different colors of the "shops".
Make all the walls be of the same height (entrance is 1 tile to high atm).
Make the footsteps stick out more.
Change the color of the monster skulltiles..
Review and remake the outlines of the fringe tiles.
Make tiles for larger towers.
Add good content (briges, trees) from the "mountain.png" tileset and adapt it to that tileset.
Add some sea&cliffs tiles (together, meaning the sea hits the cliff).
Add a dead palm tree.
Add 4.4 tiles of dry ground/sand, cracked.
Make all flags be nearly the same (stone&wooden parts).
Add flags against the city walls (blue)
Pixel Battalion
Re: [WIP] New Desert Tileset
I love you.
iru does too.
iru does too.
Re: [WIP] New Desert Tileset
I'm not sure about the middle effect, but I do really like the border ones. Thanks a lot!
Re: [WIP] New Desert Tileset
Indeed <3Matt wrote:I love you.
iru does too.
Re: [WIP] New Desert Tileset
The middle is a placeholderAli-G wrote:I'm not sure about the middle effect, but I do really like the border ones. Thanks a lot!
This should be slightly better about 70% done
Pixel Battalion
Re: [WIP] New Desert Tileset
Pixel Battalion
Re: [WIP] New Desert Tileset
I have tested it, it seems good.Len wrote:Do you guys think something like this would be appropriate for the mappers to use?
I though that using this kind of mapping would reduce some possibility but no. Awaiting the full animation now to do further test ^^
Here a test of the cliffs, the diagonals tiles still need some works, same as the junctions of these cliffs. I don't understand why you used as many variation tiles which are only usable in some case.
What about reduce the quality and focus on the junctions? Because actually -except if you decide to put much variation- these tiles need a better junction between each others.
Maybe try to do the cliffs without the sands for now? It will be an easy way to focus on the cliff's junctions.
I've also done this try with a three tile tall cliff, a two tiles tall is actually impossible. Same thing for a size-growing cliff like the one present in some woodland maps. Speaking about them, maybe you can use the template of Crush's cliffs as base?
Just my two cents.
Edit:
It was not an useless tiles, it can help in some case, but as I said upper, if Len changes some detail and shape, this tile can be removed.(Until, no. ^^)Ali-G wrote:I fixed the skull using Len's last post. I also removed a presumed unecessary desert tile on the top of the cliff. I added some water as a start. It needs to have the color from the small pond already made. It would be good to avoid this sort of transition and instead, create a sort of small beach of 1 or 2 tiles wide.
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
-- Ford Prefect
Re: [WIP] New Desert Tileset
WOA's tilesets didn't use the same logic when it came to mapping as TMW's (I was actually going to make entire towns as whole pixelart pictures rather than tilesets, they wouldn't be tilable at all)Here a test of the cliffs, the diagonals tiles still need some works, same as the junctions of these cliffs. I don't understand why you used as many variation tiles which are only usable in some case.
What about reduce the quality and focus on the junctions? Because actually -except if you decide to put much variation- these tiles need a better junction between each others.
Size growing Two tiles high is a little rough (the grid shows), but hardly impossible. I'll see what I can do to improve its versatility and tileablity (but the variation is staying ><). Would it help if I separate the variation tiles from the basic tiles and mark which tiles are meant to be used as a whole like I did with the grassland?
Pixel Battalion
Re: [WIP] New Desert Tileset
Using variation tiles is not bad too!
Let's put it in an other tileset, Ali-G will after put them in the tileset as he wish to.
IMO, you should work with a simple base, maybe like the one from ivanmorve?
http://forums.themanaworld.org/viewtopi ... 866#p99866
It misses some tiles, and your kind of tileset will maybe won't work with this, but it could maybe bring you some idea.
Let's put it in an other tileset, Ali-G will after put them in the tileset as he wish to.
IMO, you should work with a simple base, maybe like the one from ivanmorve?
http://forums.themanaworld.org/viewtopi ... 866#p99866
It misses some tiles, and your kind of tileset will maybe won't work with this, but it could maybe bring you some idea.
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
-- Ford Prefect
Re: [WIP] New Desert Tileset
What is that supposed to mean? I'm not doing anything.Reid wrote:Ali-G will after put them in the tileset as he wish to.
Re: [WIP] New Desert Tileset
Do you got the delay between every frames? If not I could do one tonight.Len wrote:Not done, but could someone test this out?
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
-- Ford Prefect