Author Topic: Tile set project  (Read 35270 times)

Hamish

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Re: Tile set project
« Reply #15 on: December 10, 2011, 02:15:46 AM »
Many thanks for the encouragement once again guys.

@Jo - yeah, I might not have made it clear but yes, i'm releasing all this stuff on a creative commons licence. The only thing I'd rather people didn't do with them is start editing the graphics themselves, I'm happy to make additions if someone asks me.

@JasonPickering - I was worried that all the dungeon tiles might be a turn off but your right, people can just use the first two tiles on the list if they cant cope with the extra code.

I've tried the monsters against various backgrounds and they seem to work ok as long as i keep the floors dark. No snow for me I think :¬( My only real worry is that when the sprites are tight up against one another they might block together -I've tried to minimise that risk by setting them all as far to the right as possible (when they are facing left) It gives them a fighting chance of a bit of space when they square off against each other - we'll see if it works in motion I guess. Thanks for the constructive feedback, spriting has quite a bit of theory involved and its great to have more input.

@Ido - yeah I'll be putting together a proper sprite sheet soon, I'll be back for a bit of advice on the best way to order them and whether transparency is ok first, but my brain is too dried up to think about it right now.

blammo

Hamish

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Re: Tile set project
« Reply #16 on: December 11, 2011, 10:48:14 PM »
Howdy folks.

Although I've still got a lot to do, I probably have enough stuff done to make my first version sprite sheet, but I need a bit of advice.

I know basically what to do (correct me if I'm wrong) - take out all the spaces between the sprites, set them against a transparent background and save them as a PNG. I've not done it before though and have a few questions.

ONE
Should I save monsters to one image file, furnature to a second and background tiles to a third? or should I save them all to one large file?

TWO
I don't want to mess up peoples referencing by moving things around later when im adding content. Should I leave empty space for later additions? For example, at the moment I have ten pirates, is it a good idea to make the file 15 blocks wide and leave the extra space for other piratey stuff I add later?

THREE
Is transparency ok to use? specifically I was thinking to put 50% opacity shadows under monster sprites to help ground them a bit. Will this cause problems for anyone and should I make a shadowless version of the files.

FOUR
Would it be helpful if I included a reference table for the sprites, and if so what format should it be?

FIVE
The only thing I was planning on animating was water and fire - just two frame boils. Do i just set the two frames next to each other on the tile sheet or what?

Sorry for the big dump of questions, I just want to package this stuff up in the most accessible and useful way possible. Any advice you guys can offer would be great, or if you know of any resources I could look at let me know.

Basically, how do you want it served up?






Pueo

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Re: Tile set project
« Reply #17 on: December 11, 2011, 11:30:59 PM »
I would direct you to:
http://www.minecraftwiki.net/images/7/78/TerrainGuide.png
as a user-friendly sprite (although not really sprites) sheet guide.
Also,
http://minecraftterrainchanger.files.wordpress.com/2011/06/terrain-orig.png
As the original sprite sheet (before the guide).
(Pictures are for a game called Minecraft)

Some points:

1: Only backgrounds/furniture are on this file (creatures are in a different file).
2: There is room for addition without moving things around.
3: There is transparency in the individual sprites (no shadows).
4: Reference tables are always helpful.
5: Look above for the water/lava sprites.

I think the above pics are good references for your questions.
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guest509

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Re: Tile set project
« Reply #18 on: December 12, 2011, 05:56:04 AM »


@Jo - yeah, I might not have made it clear but yes, i'm releasing all this stuff on a creative commons licence. The only thing I'd rather people didn't do with them is start editing the graphics themselves, I'm happy to make additions if someone asks me.


  Cool beans brother. I'll let you know if end up using your stuff. I think I'll probably make my own. But my skills are so feeble I might not be up to it.

Psiweapon

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Re: Tile set project
« Reply #19 on: December 12, 2011, 12:11:19 PM »
Howdy folks.

Although I've still got a lot to do, I probably have enough stuff done to make my first version sprite sheet, but I need a bit of advice.

I know basically what to do (correct me if I'm wrong) - take out all the spaces between the sprites, set them against a transparent background and save them as a PNG. I've not done it before though and have a few questions.

ONE
Should I save monsters to one image file, furnature to a second and background tiles to a third? or should I save them all to one large file?
If they're for general-purpose use, put them in different files. Easier to understand and if some guy wants to use your critters but not the furniture or viceversa, they don't have to carry the added weight
Quote
TWO
I don't want to mess up peoples referencing by moving things around later when im adding content. Should I leave empty space for later additions? For example, at the moment I have ten pirates, is it a good idea to make the file 15 blocks wide and leave the extra space for other piratey stuff I add later?

Not moving tiles around is generally good practice, so yeah, leave excess room.

Quote
THREE
Is transparency ok to use? specifically I was thinking to put 50% opacity shadows under monster sprites to help ground them a bit. Will this cause problems for anyone and should I make a shadowless version of the files.
You probably shouldn't waste your time with partial transparencies, there's no guarantee that anyone who wants to pick up your graphics will have support for partial transparencies in their game engine, so in fact you're either wasting work or reducing the potential audience of the tileset.

Quote
FOUR
Would it be helpful if I included a reference table for the sprites, and if so what format should it be?
Of course it's helpful, and I'd say you go with a plain text file.

Quote
FIVE
The only thing I was planning on animating was water and fire - just two frame boils. Do i just set the two frames next to each other on the tile sheet or what?
Yeah, putting the two frames next to each other should suffice.
Quote
Sorry for the big dump of questions, I just want to package this stuff up in the most accessible and useful way possible. Any advice you guys can offer would be great, or if you know of any resources I could look at let me know.

Basically, how do you want it served up?

An my most honest piece of advice is that you download a copy of GrafX2 and at least try it out.  ( http://code.google.com/p/grafx2/ )

Have fun, and glory!
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corremn

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Re: Tile set project
« Reply #20 on: December 12, 2011, 11:25:01 PM »
THREE
Is transparency ok to use? specifically I was thinking to put 50% opacity shadows under monster sprites to help ground them a bit. Will this cause problems for anyone and should I make a shadowless version of the files.
You probably shouldn't waste your time with partial transparencies, there's no guarantee that anyone who wants to pick up your graphics will have support for partial transparencies in their game engine, so in fact you're either wasting work or reducing the potential audience of the tileset.

Yep, but maybe leave shadows a different colour than anything else you used, so that if someone wants to add transparency they can either mod the file or do it in game with an alpha channel based on the shadow colour.  Or if they do not want shadows they can select the shadow and delete it (fill it with background colour). Cheers.
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eclectocrat

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Re: Tile set project
« Reply #21 on: December 13, 2011, 11:50:20 AM »
Hey!

You should put this up on TIGForums if it's not already there. Lots of people would be interested.

I can't wait to play a game or two that use your tiles.

Good luck!

Hamish

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Re: Tile set project
« Reply #22 on: December 14, 2011, 01:29:58 AM »
Thanks for the tips folks. It's a Shame about transparency, but I take your points. I think i'll just leave it out for now. If people are interested I can add it in later without much trouble.

I'm going to do my best to bundle what I've got by the weekend.

@eclectocrat - yeah I looked at posting on the tigs forums weeks ago, but couldn't decide which board to post on, their forums are vast. Also there seemed to be enough "hey, I totally rock at pixel art and have loads of great ideas, who wants to make my game for me?" kind of posts. Although that's pretty much what I'm about, I'd rather not come off that way :¬)


george

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Re: Tile set project
« Reply #23 on: December 14, 2011, 02:25:30 AM »
I think if you just post up a progress thread at TIGs, in the vein of 'hi guys I'm making a free tile set and appreciate feedback and comments', that will serve you well. I'd put it in either Art (sub-forum of Creative) or Devlogs (sub-forum of Feedback) depending on whether you want much feedback or not.

Regardless, you should do it, they love pixels at TIGs and I think you'll fit right in :).

jasonpickering

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Re: Tile set project
« Reply #24 on: December 14, 2011, 02:56:28 PM »
actually under art, there is a workshop forum. that might be good also.

Hamish

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Re: Tile set project
« Reply #25 on: December 17, 2011, 10:24:57 PM »
Well I posted a link on TIGs, and have had a whole blast of traffic from there. You guys are still my favorites though :¬) a far more refined level of conversation here.

I have failed to sort myself out and get a download ready but now I have all the advice I need with regards to indexing and what not. I'm off work for Christmas from next Thursday, so I will make sure I get it done before Christmas to leave in your stockings.




guest509

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Re: Tile set project
« Reply #26 on: December 19, 2011, 02:15:21 AM »
  hamish you have stumbled upon one of the most respectable and helpful internet forums. I have never seen a flame war here. They are a dime a dozen on other sites. Just about every post and response is filled with useful criticism and insight.
 
  For comparison go on any Modern Warfare or WoW site and ask a gameplay or design question. The answers will range from completely off topic, to attacks on your intelligence to answers that are facially incorrect. With only the occasional worthwhile thought.

  I started a thread patting ourselves on the back up in the 'world' part of this forum. Highly positive.
http://roguetemple.com/forums/index.php?topic=1782.0

Hamish

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Re: Tile set project
« Reply #27 on: December 21, 2011, 11:29:30 PM »
Version 0.1 of my tileset is now ready to download - just head over to http://eight2empire.blogspot.com/ and click the download tab.

It's only the basics at the moment, some level graphics and monsters. Item graphics will come a little later but there should be enough stuff for people to get started with.

I am desperate to see these make it into someones project, so as a little incentive to get people involved I am offering a small prize for the first person who posts a working level generator that uses my tiles.

Thats right folks, the lucky winner will receive any three of these exclusive Dungeoneer posters designed by myself - http://thomaswhetnall.blogspot.com/search/label/Dungeoneers

printed using state of the art equipment (colour copier at work) and finished in a luxury high gloss (laminated) Don't miss out on this once in a lifetime opportunity!

*a bonus forth poster will be awarded if i can walk a little dude around the map :¬)

konijn_

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Re: Tile set project
« Reply #28 on: January 03, 2012, 07:45:29 PM »
Greetings,

I am playing with your tiles and it would seem that the first set of background tiles is far too dark.

I was going to make the whole image brighter, but then your furniture tiles become too bright..

Anyway, giving this away is great, I hope you will draw some more in the future ;)

T.

Hamish

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Re: Tile set project
« Reply #29 on: January 04, 2012, 01:04:54 PM »
Thanks for the feedback Konijn.

You're right the wall tiles are too dark at the moment, my colour management has been less than ideal so far. I will brighten things up in the next release, hopefully that will be in about a week. I'm going to try and include building exteriors and roofs as well as indoor water (for sewers, pools etc) and some more scenery.

Thanks for taking up my tiles, I look forward to seeing what you make of them.

Hamish.