[WIP] mines-tileset
Re: [WIP] mines-tileset
In game characters: "5t3v3" and "L "
Re: [WIP] mines-tileset
Progressing nicely.
Why do you work on a green background, by the way?
Why do you work on a green background, by the way?
This message used to be meaningful.
Re: [WIP] mines-tileset
I work on a transparent background, I just put a background in when I post the progress. I do that because the tracks are to small to stand out on a bright white background and most of the details/shading is no longer visible then.
In game characters: "5t3v3" and "L "
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- Peon
- Posts: 31
- Joined: 20 Jan 2009, 03:40
Re: [WIP] mines-tileset
those are coming along nicely keep up the great work
Re: [WIP] mines-tileset
Thx, for the positive replies, they're a good motivator to continue ^_^
Progress on rails, almost finished, just have to shade/texture the ramp:
I also started on the "x2" set. So far I only made track-selectors for the junctions.
These probably won't work out well with the current collision tiles. You'll have to make half of a track non-walk-able in order to block people from walking trough these handles. That will probably feel very unnatural. Well I made them either way, mappers can still choose whether to add them or not.
PS: Fother J; hope you don't mind me using your: "some thing" -tiles. ^_^
Progress on rails, almost finished, just have to shade/texture the ramp:
I also started on the "x2" set. So far I only made track-selectors for the junctions.
These probably won't work out well with the current collision tiles. You'll have to make half of a track non-walk-able in order to block people from walking trough these handles. That will probably feel very unnatural. Well I made them either way, mappers can still choose whether to add them or not.
PS: Fother J; hope you don't mind me using your: "some thing" -tiles. ^_^
In game characters: "5t3v3" and "L "
Re: [WIP] mines-tileset
I would suggest you to make the base part of the levers larger and more detailed. That way they would look more like they justify blocking a tile.5t3v3 wrote:I also started on the "x2" set. So far I only made track-selectors for the junctions.
These probably won't work out well with the current collision tiles. You'll have to make half of a track non-walk-able in order to block people from walking trough these handles. That will probably feel very unnatural. Well I made them either way, mappers can still choose whether to add them or not.
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Re: [WIP] mines-tileset
The ground tile-set is finished if nobody has any additional remarks...
I've started on the support beams in the object (x2) set.
First problem I ran into, the cave-walls are not straight. So which looks best, ignoring the wall, and keeping the support beam straight, or pressing the support beams against the wall?
I've started on the support beams in the object (x2) set.
First problem I ran into, the cave-walls are not straight. So which looks best, ignoring the wall, and keeping the support beam straight, or pressing the support beams against the wall?
In game characters: "5t3v3" and "L "
Re: [WIP] mines-tileset
New wall tiles with the beams would work.5t3v3 wrote:First problem I ran into, the cave-walls are not straight. So which looks best, ignoring the wall, and keeping the support beam straight, or pressing the support beams against the wall?
Re: [WIP] mines-tileset
IMO the beams pressings against the wall looks better. The colour is way to similar to the wall btw.
Re: [WIP] mines-tileset
Lol Jax*, you might be right, but re-doing caveset on top seems like to much for the time being. And I don't want to put this on hold till someone desides to do so.
EJ, thx for your feedback, I liked the pressed-against-the-wall-version better to, so decided to go with that. ^_^
progress
minesetx1:
* added lamp
* added vertical beam
minesetx2:
* made track-selectors broader as suggested by Crush
* added tomminators bell, but dug into the ground instead of with a foot/pedestal
* recolored horizontal beam
* started on mining carts (only sketch of outlines, need some feedback on perspective)
EJ, thx for your feedback, I liked the pressed-against-the-wall-version better to, so decided to go with that. ^_^
progress
minesetx1:
* added lamp
* added vertical beam
minesetx2:
* made track-selectors broader as suggested by Crush
* added tomminators bell, but dug into the ground instead of with a foot/pedestal
* recolored horizontal beam
* started on mining carts (only sketch of outlines, need some feedback on perspective)
In game characters: "5t3v3" and "L "
Re: [WIP] mines-tileset
Yeah sure, that shouldn't take to much time.jaxad0127 wrote:Can you make both tilesets 512 pixels wide?
Out of curiosity though: why?
In game characters: "5t3v3" and "L "
Re: [WIP] mines-tileset
All of our tilesets (save for collision) are that width. Also, we can extend the tileset by adding to it vertically and Tiled will handle that for us. Resizing horizontally doesn't work.5t3v3 wrote:Yeah sure, that shouldn't take to much time.jaxad0127 wrote:Can you make both tilesets 512 pixels wide?
Out of curiosity though: why?
Re: [WIP] mines-tileset
Progress report:
* Changed both sets to 512 pix wide
* Moved the vertical part of the support beam (the part you walk under) to the ground set
* Adjusted perspective of the lamp
* Added wooden boards to the diagonal rails of the junctions
* Started coloring the carts, still no shading/texture
* Changed both sets to 512 pix wide
* Moved the vertical part of the support beam (the part you walk under) to the ground set
* Adjusted perspective of the lamp
* Added wooden boards to the diagonal rails of the junctions
* Started coloring the carts, still no shading/texture
In game characters: "5t3v3" and "L "
- tomminator
- TMW Adviser
- Posts: 107
- Joined: 18 Oct 2008, 17:27
Re: [WIP] mines-tileset
the carts already look very nice!
but the space between wooden supports of the rails are not the same at the horizontal, vertical an diagonal tracks?
keep up the nice work!
but the space between wooden supports of the rails are not the same at the horizontal, vertical an diagonal tracks?
keep up the nice work!
This is not a placeholder