[WIP] Tileset and mapping - CR1 - AxlTrozz

All development of pixel art, maps and other graphics.


User avatar
bcs86
Warrior
Warrior
Posts: 259
Joined: 27 Feb 2009, 17:14
Contact:

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by bcs86 »

Hi,

Earlier when the tutorial area was being SVG mapped by Irukard and Jaxad, I saw some short caves and a place or two for a water dungeon.

Is CR1 officially planning an underground area, such as a water dungeon?

I think making a tileset would be a good chance for me to improve.

I already have some primitive prototyping underway, if you guys want an underground-ish dungeon or mountain cave passageway, a little description can get it off to the right start (what lives there? Are there markings on walls or rocks?). ATM I'm basing some of the colors on Axltrozz' work so that the soil-type wont differ too much.

Don't act ambiguous. Give me a do or don't. If it is a "don't" then tell me something else easy to make a tileset for.

Axltrozz, you rock! Please keep doing the tileset.

EDIT: Oops. I said "map" when I meant "create a tileset for".
Last edited by bcs86 on 07 Mar 2010, 01:37, edited 1 time in total.
User avatar
Jaxad0127
Manasource
Manasource
Posts: 4209
Joined: 01 Nov 2007, 17:35
Location: Internet

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Jaxad0127 »

No cave planned for a while. The island will be minimally mapped until it's second version (That players can go back to).
Image
User avatar
AxlTrozz
Knight
Knight
Posts: 843
Joined: 04 Aug 2006, 23:12
Location: Now from TX

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz »

jaxad0127 wrote:No cave planned for a while. The island will be minimally mapped until it's second version (That players can go back to).
I don't think the island is going to be small on CR1, but anyways who can disagree with a "demigod" ? :wink:

Now BCS86,

I've been working on many different stuff and a cave would be nice to develop for TMW and start pixeling is may be the best we can do, don't even think about if is for CR1 or CR35 that doesn't even matter, if you want to do pixelart let start with the entrance.

Now, I was doing this small cliff section as a version of the beach cliffs, but we decided for the one in progress now, so may be you can adapt it for the cave entrance.
cave-entrance-rocks.png
cave-entrance-rocks.png (13.58 KiB) Viewed 3780 times
Is not finished but you get the idea,

Now for Backstory I think on something quite simple, The trees are sick around the cave because a monster is infecting all the roots (lives on the cave, Obvious :mrgreen: ) and there is no fruit, so a villager (or anyone, who cares) ask you to kill the monster.

And I have the Monster outline proposal for you...
monster00.png
monster00.png (2.14 KiB) Viewed 3779 times
Or
monster20.png
monster20.png (117.76 KiB) Viewed 3779 times
From here you have plenty work to do, I suggest to open a new thread (if you like the idea and decide to go for it) and start with the cave entrance.

If you have any question let me know and Welcome as a pixelartist
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: 08 Sep 2004, 19:48
Location: Bern, Switzerland

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Rotonen »

If the tileset work for caves is done before we can launch CR1, I don't see any reason for not including caves in CR1. It is way too early to tell either way yet.
This message used to be meaningful.
User avatar
AxlTrozz
Knight
Knight
Posts: 843
Joined: 04 Aug 2006, 23:12
Location: Now from TX

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz »

Today I started the water animated tiles, I only did 3 frames and the 4th is unfinished but just to show the progress, you need a good imagination to see how it goes..
beachanimation01.gif
beachanimation01.gif (26.14 KiB) Viewed 3736 times
I'm planing to do maybe 10 to 15 frames as a minimum, more if is needed for smoothness.

Edit 1 : 4
Edit 2 : 6
Edit 3 : 14 frames

Also the Gimp file
beachanimation01.zip
(16.64 KiB) Downloaded 101 times
User avatar
AxlTrozz
Knight
Knight
Posts: 843
Joined: 04 Aug 2006, 23:12
Location: Now from TX

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz »

this is a test of the grass tileset and I found a couple glitches that need to be fix, but fairly easy
grass-tileset-test01.png
grass-tileset-test01.png (149.06 KiB) Viewed 3621 times
User avatar
AxlTrozz
Knight
Knight
Posts: 843
Joined: 04 Aug 2006, 23:12
Location: Now from TX

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz »

New revision of the grass tileset, I think is good for testing now, small details that the mapper can fix as needed
grass-tileset-test03.png
grass-tileset-test03.png (59.7 KiB) Viewed 3582 times
here the png file
grass tileset.png
grass tileset.png (28.31 KiB) Viewed 3582 times
User avatar
Jaxad0127
Manasource
Manasource
Posts: 4209
Joined: 01 Nov 2007, 17:35
Location: Internet

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Jaxad0127 »

There doesn't look to be a way to do N/S or ends one tile wide without having straight edges.
Image
User avatar
AxlTrozz
Knight
Knight
Posts: 843
Joined: 04 Aug 2006, 23:12
Location: Now from TX

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz »

Correct, thank you Jaxad, I'm working on it.

In the mean time I did part of the sand tile set,
sand-tileset-test01.png
sand-tileset-test01.png (24.29 KiB) Viewed 3568 times
I need to integrate Meway beach add-ons but I think is fairly good for testing, but here is the actual progress...
sand tileset02.png
sand tileset02.png (17.78 KiB) Viewed 3572 times
User avatar
AxlTrozz
Knight
Knight
Posts: 843
Joined: 04 Aug 2006, 23:12
Location: Now from TX

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz »

Second try with the sand and including some of Meway's beach add-ons,
beach-tileset-test01.png
beach-tileset-test01.png (33.53 KiB) Viewed 3546 times
the file,
sand tileset02.png
sand tileset02.png (17.7 KiB) Viewed 3546 times
User avatar
Len
Knight
Knight
Posts: 1479
Joined: 05 Feb 2007, 06:17
Location: Lurking in the shadows

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Len »

The starfish and the rocks work for me, but the log... I think you should play around with the color and sat (maybe even redo it), as it currently just doesn't fit with the rest of the set
Image
Pixel Battalion
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 16:08
Location: Germany

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Crush »

The log has some shading problems. It looks flat, not three-dimensional, in your mockup.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
User avatar
AxlTrozz
Knight
Knight
Posts: 843
Joined: 04 Aug 2006, 23:12
Location: Now from TX

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz »

Now is time for the art, once the shape variation seems to be enough, the quality of the tileset has to be improved, I'll start with the grass, I'll use all the resources we have, Crush, Len and Saphy's art to create a complete multi layered tileset.

I did a first test but Saphy's tileset has only 4 tiles, so I'll try to create a full set.

First test,
grass-combo.png
grass-combo.png (76.4 KiB) Viewed 3415 times
User avatar
feline monstrosity
Warrior
Warrior
Posts: 430
Joined: 27 Apr 2008, 14:08
Location: Wales, UK

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by feline monstrosity »

I think it needs a bit of colour alteration for them to work together (but then I have rookie eyes ¬¬).

Enjoying seeing the progress on this by the way.
Last edited by feline monstrosity on 01 May 2010, 13:05, edited 1 time in total.
~Feline Monstrosity
User avatar
AxlTrozz
Knight
Knight
Posts: 843
Joined: 04 Aug 2006, 23:12
Location: Now from TX

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz »

Feline Monstrosity, Thank you, yes may be some color adjustment is needed, I'll work a little on that.

But for now I have the second version with the expanded tileset.
grass tileset05.png
grass tileset05.png (128.34 KiB) Viewed 3408 times
and the file,
grass tileset.png
grass tileset.png (100.98 KiB) Viewed 3369 times
Post Reply