[WIP] Tileset and mapping - CR1 - AxlTrozz
Re: [WIP] Tileset and mapping - CR1
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 :
Crush: Seems like I have enough space for animation.
WIP :
Re: [WIP] Tileset and mapping - CR1
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.
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.
Re: [WIP] Tileset and mapping - CR1
Yes,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.
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.
Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
WIP :
Some details added,
Some details added,
Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
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.
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.
Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
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.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.
Re: [WIP] Tileset and mapping - CR1 - 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.
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.
Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
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.
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.
Re: [WIP] Tileset and mapping - CR1 - 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.
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.
Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
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.
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.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
not much done but added the beach pattern :
Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
Hi AxlTrozz,
Great piece of art already!
Best regards.
Great piece of art already!
Best regards.
Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
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.
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.
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Re: [WIP] Tileset and mapping - CR1 - 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,
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
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,
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