[WIP] mines-tileset

All development of pixel art and graphics
User avatar
5t3v3
Novice
Novice
Posts: 451
Joined: 31 Oct 2007, 16:08
Location: Belgium
Contact:

Re: [WIP] mines-tileset

Post by 5t3v3 » 18 Mar 2009, 22:43

Image
In game characters: "5t3v3" and "L "
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: 08 Sep 2004, 20:48
Location: Espoo, Finland

Re: [WIP] mines-tileset

Post by Rotonen » 19 Mar 2009, 17:45

Progressing nicely.

Why do you work on a green background, by the way?
This message used to be meaningful.
User avatar
5t3v3
Novice
Novice
Posts: 451
Joined: 31 Oct 2007, 16:08
Location: Belgium
Contact:

Re: [WIP] mines-tileset

Post by 5t3v3 » 19 Mar 2009, 19:16

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 "
skillzalot
Peon
Peon
Posts: 31
Joined: 20 Jan 2009, 04:40

Re: [WIP] mines-tileset

Post by skillzalot » 25 Mar 2009, 11:33

those are coming along nicely keep up the great work
User avatar
5t3v3
Novice
Novice
Posts: 451
Joined: 31 Oct 2007, 16:08
Location: Belgium
Contact:

Re: [WIP] mines-tileset

Post by 5t3v3 » 25 Mar 2009, 18:37

Thx, for the positive replies, they're a good motivator to continue ^_^

Progress on rails, almost finished, just have to shade/texture the ramp:
Image

I also started on the "x2" set. So far I only made track-selectors for the junctions.
Image
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 "
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Re: [WIP] mines-tileset

Post by Crush » 25 Mar 2009, 22:38

5t3v3 wrote:I also started on the "x2" set. So far I only made track-selectors for the junctions.
Image
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.
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.
  • 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
5t3v3
Novice
Novice
Posts: 451
Joined: 31 Oct 2007, 16:08
Location: Belgium
Contact:

Re: [WIP] mines-tileset

Post by 5t3v3 » 29 Mar 2009, 17:10

The ground tile-set is finished if nobody has any additional remarks...
Image
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?
Image
In game characters: "5t3v3" and "L "
User avatar
Jaxad0127
TMW Adviser
TMW Adviser
Posts: 4209
Joined: 01 Nov 2007, 18:35
Location: Internet

Re: [WIP] mines-tileset

Post by Jaxad0127 » 29 Mar 2009, 17:16

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?
Image
New wall tiles with the beams would work.
Image
User avatar
EJlol
Developer
Developer
Posts: 1072
Joined: 06 Sep 2005, 09:42

Re: [WIP] mines-tileset

Post by EJlol » 29 Mar 2009, 17:33

IMO the beams pressings against the wall looks better. The colour is way to similar to the wall btw.
User avatar
5t3v3
Novice
Novice
Posts: 451
Joined: 31 Oct 2007, 16:08
Location: Belgium
Contact:

Re: [WIP] mines-tileset

Post by 5t3v3 » 02 Apr 2009, 19:26

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
Image
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)
Image
In game characters: "5t3v3" and "L "
User avatar
Jaxad0127
TMW Adviser
TMW Adviser
Posts: 4209
Joined: 01 Nov 2007, 18:35
Location: Internet

Re: [WIP] mines-tileset

Post by Jaxad0127 » 02 Apr 2009, 19:42

Can you make both tilesets 512 pixels wide?
Image
User avatar
5t3v3
Novice
Novice
Posts: 451
Joined: 31 Oct 2007, 16:08
Location: Belgium
Contact:

Re: [WIP] mines-tileset

Post by 5t3v3 » 02 Apr 2009, 19:46

jaxad0127 wrote:Can you make both tilesets 512 pixels wide?
Yeah sure, that shouldn't take to much time.
Out of curiosity though: why?
In game characters: "5t3v3" and "L "
User avatar
Jaxad0127
TMW Adviser
TMW Adviser
Posts: 4209
Joined: 01 Nov 2007, 18:35
Location: Internet

Re: [WIP] mines-tileset

Post by Jaxad0127 » 02 Apr 2009, 21:42

5t3v3 wrote:
jaxad0127 wrote:Can you make both tilesets 512 pixels wide?
Yeah sure, that shouldn't take to much time.
Out of curiosity though: why?
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.
Image
User avatar
5t3v3
Novice
Novice
Posts: 451
Joined: 31 Oct 2007, 16:08
Location: Belgium
Contact:

Re: [WIP] mines-tileset

Post by 5t3v3 » 05 Apr 2009, 13:22

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

Image

Image
In game characters: "5t3v3" and "L "
tomminator
Peon
Peon
Posts: 54
Joined: 18 Oct 2008, 18:27

Re: [WIP] mines-tileset

Post by tomminator » 05 Apr 2009, 13:30

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!
This is not a placeholder
Post Reply