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Author Topic: Hows this for tiling  (Read 21085 times)

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Sinkin

Team Dekunutz
Re: Hows this for tiling
« Reply #20 on: April 12, 2010, 07:56:29 pm »
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As I said in my first post in this topic; Don't over rush with the same tiles. 
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Re: Hows this for tiling
« Reply #21 on: April 12, 2010, 08:43:51 pm »
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I'm going to be rather honest with you, the last area you posted (most recent) completely sucks big time.

Firstly, it has far too much open space, which nothing occupies. It looks completely desolate and empty. I suggest that you draw on paper what you plan on including in your maps. When you have finished you transfer this to the computer, and make everything as close together as possible. The last thing any player wants in a 2D Zelda game is to spend ages walking through big spaces of bright green, it disorientates them and can make players impatient.

Secondly everything is still far too square, too perfect. You need to remember that this is an outdoor area, the vast majority is natural. When have you ever been out and seen perfectly square shaped hills or cliffs? Take a look at this:


Far from perfect. Your trees also need to be spaced less predictably. What with the two lines of trees in the middle? The player clearly cannot get through them, make them a single line and also, not perfectly straight. Have about 2-3 lines in a single place, and have them placed oddly, but so that the player cannot get through. Where in LTTP have you seen it otherwise?

The road bit which goes up also, you have used cave tiles. I know you stated that you do not have a good tileset, but cave tiles are dark because they are indoors where their is no light, therefore they simply dont work here.

The river / water area again is too perfect, it needs changing drastically. You're cliff tiling also, that area in the bottom left with the three different cliffs could easily be merged into one and it would look far less ugly. In addition, their is nothing around the outside of the map, such as trees or something to make it look like the map simply doesn't end where your cliffs start. You're house tiles also, the door is cut off at the bottom, it makes the house smaller unnecessarily, this is never done in LTTP.

I know your map is not complete, so some of my comments may seem a little unfair at this stage, don't take it negatively, I am just trying to give helpful advice. From my perspective it seems that you have good layout skills in terms of thinking of a great game map, you just don't have the tiling skills to make it look good in game. This will of course, come with time and experience.

Anyway, I have found maintiles.png and attached it to this post. It wont be able to help you with the cliff issue, but you have trees, grass areas and houses (which look far better than you have now). Hopefully this will help you to make your map better. Good luck.
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  • Elliott Parkinson

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Re: Hows this for tiling
« Reply #22 on: April 13, 2010, 12:36:53 am »
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thx majora, Ill see what I can do  XD


As of now im currently editing a FSA tile set with .Takam's sprs also merging your sprs majora if that's okay with you, when im done ill post it on resources.
« Last Edit: April 13, 2010, 04:31:51 am by Linkwolf48 »
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Re: Hows this for tiling
« Reply #23 on: April 14, 2010, 12:21:41 am »
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Listen to what MaJoRa says. I uploaded a very quick edit of your map to show how you can avoid using those horrible and unnatural straight lines(as MaJoRa said, they look too "perfect" which isnt natural looking...you need controlled chaos.)

http://img718.imageshack.us/img718/2839/mappingt.png

« Last Edit: April 17, 2010, 05:02:21 am by Skeme KOS »
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Re: Hows this for tiling
« Reply #24 on: April 14, 2010, 03:04:14 am »
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Listen to what MaJoRa says. I uploaded a very quick edit of your map to show how you can avoid using those horrible and unnatural straight lines(as MaJoRa said, they look too "perfect" which isnt natural looking...you need controlled chaos.)




thx, ill see what I can do, also I am making a tileset, edited from a FSA tile set I found.  When Im done, Ill post it as a resource.

*thx random, didnt notice that lol*
« Last Edit: April 14, 2010, 03:29:05 am by Linkwolf48 »
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Re: Hows this for tiling
« Reply #25 on: April 14, 2010, 03:15:56 am »
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Cool! Custom/Edited FSA stuff is popping ut from everywhere now. (That's a hint nintendo, hte public want the Four Swords Trilogy back. ;)) Also, your responce was left inside of the quote.
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Re: Hows this for tiling
« Reply #26 on: April 14, 2010, 05:54:09 am »
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thx, ill see what I can do, also I am making a tileset, edited from a FSA tile set I found.  When Im done, Ill post it as a resource.
You found it. I hope you have the creators permission to edit and redistribute it. Even if they only ripped it.
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Re: Hows this for tiling
« Reply #27 on: April 14, 2010, 06:04:27 am »
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thx, ill see what I can do, also I am making a tileset, edited from a FSA tile set I found.  When Im done, Ill post it as a resource.
You found it. I hope you have the creators permission to edit and redistribute it. Even if they only ripped it.
Hay linkwolf, did you edit that message? Becuase I could have sworn it useto say made. If you did, you might want to change the part that says "also I am MAKING a tileset".
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Re: Hows this for tiling
« Reply #28 on: April 15, 2010, 09:33:03 pm »
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I am reworking the map again, this is what I've done so far, the straight lines of walls will be fixed next time I post the map, some areas are still incomplete tho.

some tiles are a bit off, thats because the tileset 'm working on needs to be fixed, so the small trees on the hills are a bit uneven, and it shows a little line on it's right side.  Like I said, its not finished yet, there are somethings to add and somethings to edit.

http://img192.imageshack.us/img192/8839/mapping.png
« Last Edit: April 15, 2010, 09:50:49 pm by Linkwolf48 »
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Re: Hows this for tiling
« Reply #29 on: April 15, 2010, 09:47:43 pm »
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efinitly like were your going with this. But some places still have crafted terrain.
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Re: Hows this for tiling
« Reply #30 on: April 16, 2010, 12:16:10 am »
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well, its certainly looking much better now, but there is still room for HUGE improvement.
look at my edit below:

http://img29.imageshack.us/img29/8083/mappingedit2.png

red circles = areas that need to be "rounded off" instead of two diagonal lines meeting each other.(check my edit above for example)

blue circles = areas where id suggest need more natural lines instead of straight lines(look more closer at my edit in my other post)

yellow circles = areas where i think the area could be a little bit longer.(check my edit above for example)

purple circles = (same problem as red circles)

other things id suggest:

1] use a better tileset because the one you are using is just wrong - theres a lot of wrong colours and theres lots of shadows missing.

2] use the original ALTTP standard grass tile instead of the FSA tile.

3] i dont know if its because of your tileset but i see a LOT of areas that arent tiled properly
(look at the area where i have circled with a pink circle)


i think if you did all those things, your map would look a LOT better.

i will send you a few of my tilesets that ive been working on for ALTTP. they are not all 100% accurate yet(dont worry, they soon will be!) but they are a LOT better than the ones you are using right now.

Heres some of my tilesets ive ripped from ALTTP:(Some sprites are my own customs so please give credit if you decide to use them. Thanks.)

































And just for fun, some of my work in progress Kokiri Forest houses:



As i said before, i cant remember how accurate those tile sets are but i have updated ones on my old laptop that are a lot more accurate and have lots more to them(my newest tree tileset, for example is 100% complete and accurate) i will upload the finished sets once they are all 100% accurate.

DOWNLOAD A GAMEMAKER EXAMPLE  BELOW TO SEE DEKU TREE OPEN AND CLOSE HIS MOUTH:

Download DEKU TREE OPEN and CLOSE MOUTH EXAMPLE V0.1.gmk

whew! LONG post lol.
« Last Edit: April 26, 2010, 12:54:36 am by Skeme KOS »
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Re: Hows this for tiling
« Reply #31 on: April 16, 2010, 08:10:11 am »
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http://img192.imageshack.us/img192/8839/mapping.png

Your map is full of tiling errors and the more you are adding to the map the more errors are added. This is either because you pick the wrong tiles, or because you have a broken tileset. I think its the latter, so I suggest you first work on on your tilesets and remove all that tiling ugliness.
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Mamoruanime

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Re: Hows this for tiling
« Reply #32 on: April 16, 2010, 08:35:50 am »
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I suggest avoiding using FSA tiles at all until you're finished with the map. You're using them in too much excess and to me it appears they're being thrown in due to lack of inspiration to put anything else :P You're going to want to fix the grass too, because you're using a tile taken from an improper rip of FSA as your map majority's tile :P
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Zhello

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Re: Hows this for tiling
« Reply #33 on: April 16, 2010, 04:16:47 pm »
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KK ill see what I can do, the tile set im editing is a bit incomplete, but ill post it anyway.



plz no one use this, it is incomplete, and quite messy  XD
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Re: Hows this for tiling
« Reply #34 on: April 16, 2010, 04:27:11 pm »
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Do not worry, your tileset contains rather wrong tiles. Especially concerning the grass parts.
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Zhello

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Re: Hows this for tiling
« Reply #35 on: April 16, 2010, 07:13:53 pm »
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KOS is it ok if I put all the tiles into one bmp, png?  Im using ORE to tile my maps.
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
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Re: Hows this for tiling
« Reply #36 on: April 16, 2010, 11:17:52 pm »
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KOS is it ok if I put all the tiles into one bmp, png?  Im using ORE to tile my maps.

Yeah, you can do what ever you want with them as long as you give credit to me and leave the "credit skeme" tag on the sprite sheet somewhere once youre done.

Here is an updated version of the tile set for you:



Its far from finished but im constantly working on it. Ask if you need anything specific and i'll see what i can do.

EDIT: Would you prefer a non-transparent background instead of black because i can turn it to green if that would be better for you.

Here it is:



OK, I just put these in ORE to test them out and it seems i messed up bad lol.
The colours got messed up when i saved it in paint.net and the placement of a lot of stuff is off by a pixel...some by a lot more.

I suggest you dont use these until i correct them. Give me a few hours...


Ive corrected them all now. They should be 100% useable now but let me know if you come across any tiling or colour errors.
Thanks.
« Last Edit: December 12, 2010, 11:31:18 pm by Skeme KOS »
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Re: Hows this for tiling
« Reply #37 on: April 17, 2010, 09:21:36 am »
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The new map is far better in terms of being much busier, so congratulations on that. As pointed out though, it contains far too many tiling errors. You should also avoid the FSA grass overlay until you have finished the map 100%. I'm impressed with the way you filled in the tree area in the centre.

One thing I would be interested in knowing, is how this all fits together with other maps in the grand scheme of things? When I am tiling I look at how the map might start, where the water source is, how that might flow throughout the map, where it is likely to create areas of dense trees, and then work on areas humans have interfered with. Do you do this with yours? Or are all the areas simply though of and put together?
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  • Elliott Parkinson
Re: Hows this for tiling
« Reply #38 on: April 20, 2010, 02:07:44 am »
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KOS is it ok if I put all the tiles into one bmp, png?  Im using ORE to tile my maps.

How do I export the rooms Ive made in ORE to Gamemaker? Im using GM 7 PRO.
Any updates to your map?
Ive already updated that tileset quite a bit now but im not going to show it until its 100% complete. I'll let you know when its done.
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Zhello

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Re: Hows this for tiling
« Reply #39 on: April 22, 2010, 01:21:06 am »
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I do it different, as a test I did what xfixum said, but you need to make a back up gmk 50/50 chance the main gmk will get corrupted, so have the back up set up.  The first time I tried it, the gmk was corrupted but the second time on a new gmk, it went through.


The easiest way Im doing it right now is make the room, save it as an image and load it up externally as a background, or for quick use, load it directly on to the gmk.

you can also check out xfixum's site for info about ORE to gmk use
*he/she typed it somewhere, don't remember where I found it tho  :P*

http://www.pyxosoft.com/forums/index.php?PHPSESSID=e66a963699fa3eea46108f9aeeb73e2d;www
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The IT Guy
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Linux is a wonderful thing
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


Side Projects:

Dragon Diary - Cybernetic Threat
Story: http://wiki.zfgc.com/Cybernetic_Threat

Quote
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