[WIP] Tileset and mapping - CR1 - AxlTrozz

All development of pixel art and graphics
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

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

Post by AxlTrozz » 02 May 2010, 20:11

Len wrote: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
Yep, working on the log...Thanks
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

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

Post by AxlTrozz » 03 May 2010, 21:30

a new version of the log,
sand tileset.png
sand tileset.png (19.14 KiB) Viewed 2495 times
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

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

Post by AxlTrozz » 06 May 2010, 22:18

still WIP but it seems to start matching together,
beach-grass-tileset-test04.png
beach-grass-tileset-test04.png (102.93 KiB) Viewed 2452 times
grass tileset.png
grass tileset.png (108.2 KiB) Viewed 2452 times
I'll add the dust floor tiles, so they can be mix and match this could be the palette, but still not sure
dust-tileset01.png
dust-tileset01.png (10 KiB) Viewed 2452 times
User avatar
Bertram
Knight
Knight
Posts: 1026
Joined: 07 Sep 2004, 15:55
Location: France

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

Post by Bertram » 06 May 2010, 23:46

[Useless post but:]

AWESOME :shock: :shock:
User avatar
IvanMorve
Novice
Novice
Posts: 127
Joined: 24 Oct 2009, 20:50
Location: holidays

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

Post by IvanMorve » 07 May 2010, 15:52

We should decrease the saturation for all the tiles reused from eA (at least for background tiles), to obtain a palette color not as pastel as WoA, but less aggressive than eA.
Saphy's grass is awesome, but when a player walk on it, he seems fly over it, that's kill the depth effect. Maybe with the "Crush's tricks for high grass" with 2 layers...

One more thing (assuming it's WIP) please avoid mirroring the grass tiles, it's look really wired, and grid more visible.

Sorry for the "do this do that" post
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

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

Post by AxlTrozz » 10 May 2010, 16:04

small color fix,
grass-tileset-test05.png
grass-tileset-test05.png (254.86 KiB) Viewed 2385 times
tileset progress,
grass tileset02.png
grass tileset02.png (122.96 KiB) Viewed 2385 times
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: 08 Sep 2004, 20:48
Location: Espoo, Finland

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

Post by Rotonen » 10 May 2010, 22:06

Nice to see basic ground tiling support. Once we have rudimentary ground tilling even somewhat done, the mappers can start prototyping layouts with them: just leaving transparent glitchy gaps for objects and walls and such on the map.
This message used to be meaningful.
User avatar
enchilado
Warrior
Warrior
Posts: 972
Joined: 06 Mar 2009, 02:21
Location: evermore a GUY

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

Post by enchilado » 12 May 2010, 01:56

AxlTrozz: it is certainly a start toward making a nice beach set, but there are a lot of things about it which in my opinion aren't as good as they could be, and you may agree upon reading:

1) Grass depth. As IvanMorve noted, the character should walk through the grass, not over it; can you make some tiles for this? I don't know how it will work on manaserv though - does anyone know?

2) Texture of the sand. Or rather, no texture of the sand. It's flat and brown with a few spots on it, and doesn't look like sand. It might possibly work for the very wet sand down near the waves, but for further up the beach it certainly won't. That sand is dryer and is usually not flat, and is lighter in colour (and possibly doesn't have as many other colours in it).

Here I illustrate:
http://i1.trekearth.com/photos/89898/dry_as_a_bone.jpg

That, IMO, would make a perfect beach for this.

3) Mirroring. This is a bad idea, and it should never be done with any tile, ever. In the long grass, every second row appears to be a vertically flipped version of the previous. This looks terrible and I don't understand why it was done...

I can also see that the shorter, yellower grass has some flipped corners, though. It doesn't take much longer to do a few different corners, and it looks heaps better. Here, I already made three and started some more:
Image

4) The little ridges in the sand. I assume they're meant to make the sand look less flat, but the idea I mentioned above would work much better. These also stand out too much, and are too thin.

5) The colour of the long grass. It was far too green. I fixed it slightly in the image above, but IMO it's still not the right colour for beach grass.

~ poison_ivy
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

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

Post by Crush » 12 May 2010, 06:56

poison_ivy wrote:1) Grass depth. As IvanMorve noted, the character should walk through the grass, not over it; can you make some tiles for this? I don't know how it will work on manaserv though - does anyone know?
The graphic engine didn't change. Any visual map features which worked on athena also work on manaserv. Including oversized tiles.
  • 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
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

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

Post by AxlTrozz » 14 May 2010, 22:57

Testing with the cliffs tiles,
beach-tileset-test02.png
beach-tileset-test02.png (192.55 KiB) Viewed 2568 times
John P
Novice
Novice
Posts: 271
Joined: 19 Apr 2009, 01:55

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

Post by John P » 15 May 2010, 01:19

User avatar
ElvenProgrammer
TMW Adviser
TMW Adviser
Posts: 2526
Joined: 13 Apr 2004, 20:11
Location: Italy
Contact:

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

Post by ElvenProgrammer » 18 May 2010, 11:38

Can't we use Len's sand as a base?
As far as I remember it seemed quite nice.
User avatar
Bertram
Knight
Knight
Posts: 1026
Joined: 07 Sep 2004, 15:55
Location: France

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

Post by Bertram » 20 May 2010, 15:56

Hi,

If I remember correctly, the given sand is only the wet form.

Maybe later replacing it with some dry one with variations could also give a nice shot.

Best regards.
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

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

Post by AxlTrozz » 05 Jun 2010, 19:47

Hi everyone

@John P. I forgot to include Yosuhara's Log in the set, I'll do it asap, thanks.

@Elven Yes I'll try to include the grass/dust tiles from the forest tileset, that would be the next step, thanks.

@Bertram Yes, I did some test and seems to be going along nicely, I just need put everything together or at least all that I can fit in 256x256 tilesets, this sand tileset is only for the wet side, is darker and mostly flat you are right.


@Everyone, If we use a couple layers we can get really nice effects with the wet sand/dry sand/dust/grass, I consider we are almost ready for a couple serious mapping test.

Regards
User avatar
Jaxad0127
TMW Adviser
TMW Adviser
Posts: 4209
Joined: 01 Nov 2007, 18:35
Location: Internet

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

Post by Jaxad0127 » 06 Jun 2010, 18:39

AxlTrozz wrote:or at least all that I can fit in 256x256 tilesets
Multiple sets is fine too.
Image
Post Reply