[WIP] Tileset and mapping - CR1 - AxlTrozz

All development of pixel art, maps and other graphics.


Post Reply
User avatar
AxlTrozz
Knight
Knight
Posts: 843
Joined: 04 Aug 2006, 23:12
Location: Now from TX

Re: [WIP] Tileset and mapping - CR1

Post by AxlTrozz »

Irukard: well there is not much pixelartist working ATM on CR1, so may be we (you and me) will finish doing every single pixel on this first CR (or may be not)

Crush: Seems like I have enough space for animation.

WIP :
seashore14.png
seashore14.png (78.07 KiB) Viewed 6046 times
User avatar
Bertram
Manasource
Manasource
Posts: 1026
Joined: 07 Sep 2004, 14:55
Location: France

Re: [WIP] Tileset and mapping - CR1

Post by Bertram »

Hi,

Spit just offered his help, leaving new Tulimshar's walls for now:
http://forums.themanaworld.org/viewtopi ... 588#p74588

Skipy also made some nice things, like the monocle, and the Reaper [WIP],
and he's working on the sick tree:
http://forums.themanaworld.org/viewtopi ... 484#p74484

I really think you all would make a real good ART team, with you AxlTrozz as head,
and Rotonen as the good old world "guardrail"... ;)

Best regards.
User avatar
AxlTrozz
Knight
Knight
Posts: 843
Joined: 04 Aug 2006, 23:12
Location: Now from TX

Re: [WIP] Tileset and mapping - CR1

Post by AxlTrozz »

Bertram wrote:Hi,

Spit just offered his help, leaving new Tulimshar's walls for now:
http://forums.themanaworld.org/viewtopi ... 588#p74588

Skipy also made some nice things, like the monocle, and the Reaper [WIP],
and he's working on the sick tree:
http://forums.themanaworld.org/viewtopi ... 484#p74484

I really think you all would make a real good ART team, with you AxlTrozz as head,
and Rotonen as the good old world "guardrail"... ;)

Best regards.
Yes,

Skipy is working on the sick tree, I hope he present a finished version so we can request something else after, for now that tree is the goal (if not I would have to do it myself).

I did send a PM to Spit offering the assigment "CR1 - Main Plaza" which is going to be on the center of the town (we already have some pieces) so will see if he takes the challenge.

I contacted others (I don't want to mention names here) who said they wanted to work on pixelart and other that posted on the Jobs thread but they never came back.
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 »

WIP :

Some details added,
seashore15.png
seashore15.png (91.03 KiB) Viewed 5946 times
User avatar
Bertram
Manasource
Manasource
Posts: 1026
Joined: 07 Sep 2004, 14:55
Location: France

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

Post by Bertram »

Hi Axl,

I really like the variation made on the grass. I can't even guess the grid on it!

The only artefact I can see now, is the grid on the sand, which maybe is lacking a few more details, maybe.

But the overall beach is already amazing! :)

Best regards.
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 »

Bertram wrote:Hi Axl,

I really like the variation made on the grass. I can't even guess the grid on it!

The only artefact I can see now, is the grid on the sand, which maybe is lacking a few more details, maybe.

But the overall beach is already amazing! :)

Best regards.
The sand is a 5 min. tile I made to fill the background of the cliff tileset, we can use the sand tileset made by Len (with some variation in the palette and the dunes shapes), or get a new one, also Meway is working on the beach, lets see if we get a sand tile from his work.
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 »

I was trying to find some references on the forum, and I just found and realize the Forest tileset was complete, after my absent Len did finish the set, http://forums.themanaworld.org/viewtopi ... st+tileset and would like to bring to discussion the fact of use the art done mainly by Len and Saphy.

Is one of the most beautiful artworks we have as TMW.

At that moment the tileset had some technical limitations, like multiple layers and overlaping, but with CR1 I presume we overcome that, I need feedback with this part.
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 »

This message used to be meaningful.
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 »

7 pages in and I'm starting to want a status report:

Am I right to conclude so far nothing finished?

What we would need here for easier integration of new people and task delegation: a clear TODO list.

What do we still need for the tilesets of the island and who is working on what? What is the stuff which we need, but is currently unassigned?

AFAIK:

Academy - iru
Village - AxlTrozz
Beach - meway

Dungeon - unassigned
Forest - unassigned
Farms - unassigned, but related to village

This is only a rough todo: since you're responsible for how things are visually going to turn out, please provide us with a more detailed TODO of what is going to get included: what buildings, what kinds of buildings and where, etc.
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 »

I've been busy with real life lately but what I have is very simple list :
1. Beach (CR1)
1.a Water and water animation
1.b Beach add-ons (Meway)
1.c Paths and transitions to cliffs
1.d Cliffs (Axltrozz)
1.e Path and transitions to grass (forest)
1.f other additions
2. Port (CR1)
2.a Docks (Fother)
2.b Small houses on port (I have only ideas)
2.c Port and Docs add-ons (nets, barrels, harpoons, dry docs, cranes)
2.d transition to beach
2.e transition to grass
2.f transition to dust
2.g transition to stone floor (wall tileset from Iru)
2.h signs
2.i other additions
3. Town (CR1)
3.a shops and houses (Byzantine style) Library, potions,herbs,Inn, armory, others
3.b plaza (benches, fountain, small shops, gardens, public lights, guards)
3.c transition to grass
3.d transition to dust
4.e transition to farms
4. Forest (CR1)
4.a No-plain-traditional-grass (Saphy's)
4.b trees (Len's and Saphys contributions)
4.c Forest add-ons (stones, Rocks, signs, pathways, cliffs)
5. Lighthouse(CR1)
5.a Tower (Irukard outline of the tower with byzantine style)
5.b Tile animation for light
5.c some particle effects (if needed)
5.d signs
5.e tower interiors (?)
5.f lighthouse add-ons
6. Academy(CR1) (Iru's tileset)
6.a Outline
6.b All the rest depends on the outline
7. Farms(CR1)
7.1 crops (two or three different)
7.2 farm houses (not town) just one or two
7.3 farm add-ons (tools and wooden machines)
8. Lagoon (we can use the beach) (?)
9. Temple (?)
10. Observatory(?)

The only active developers are Irukard and I,
Meway is working on beach add-ons
We have some good start for the Forest (Saphy/Len) , Docks(Fother), Academy (Irukard)

In order to make the wheel turn we need more contributors.

Irukard will very soon almost halt due to known sweet reasons.

In brief : we need more contributors getting involved.
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 »

More [REQ] topics into the public GFX dev forum seems to be the functional way to delegate stuff forward. Before requesting tileset objects for a given tileset, the base of the tileset in question should be locked first. (Palette, textures, well, the tiles themselves.)

At the moment we're having a huge flurry of new pixel people on the forums again. Let's not have them get bored of the disorganization and leave. We should have learned to do this properly by now.
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 »

not much done but added the beach pattern :
seashore16.png
seashore16.png (123.4 KiB) Viewed 5477 times
User avatar
Bertram
Manasource
Manasource
Posts: 1026
Joined: 07 Sep 2004, 14:55
Location: France

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

Post by Bertram »

Hi AxlTrozz,

Great piece of art already!

Best regards.
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 »

Not seeing too many new [REQ] topics from the TODO out there.

Also: we have to make/select and lock our ground tiles first. After that requesting tileset objects which fit those is far easier. Also the ground tiles should fit together to create a consistent island.
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 »

I want to apologize for the delay on my work, I'll dedicate some time this weekend and start recovering the time lost,

First, I'll separate the layers on the cliff and beach file on individual tilesets so they can be tileable and usable, to start with that, here is the grass part,
grass tileset.png
grass tileset.png (17.67 KiB) Viewed 5048 times
I hope any mapper can help me with comments and advises and also any request for corrections and more variations.

Today's objective :
1. grass finished
2. wet sand finished

EDIT :
sand tileset
sand tileset.png
sand tileset.png (6.01 KiB) Viewed 5040 times
Post Reply