ZFGC

Resources => Graphics => Topic started by: Zhello on March 29, 2010, 07:44:10 pm

Title: Hows this for tiling
Post by: Zhello on March 29, 2010, 07:44:10 pm
Well it is just a small part for my game.  I made this with ORE by Xfixium, what do you guys think?

(well its not done yet, still fixing it up a bit. :-X plus no objects at this point.)

(http://i162.photobucket.com/albums/t257/suncrop15/EasternFields.png)

the tileset I used was ripped by Veran
Title: Re: Hows this for tiling
Post by: Dark-Hylian on March 29, 2010, 07:46:15 pm
The grass looks a little sparatic, and I see a few useless attachments, like the clump of small trees, and the stimps lining the right side near the tunnel. A few too many rocks on the right side and in the water, and I don't know what you've got going on with the path, but pretty decent for a map.
Title: Re: Hows this for tiling
Post by: Sinkin on March 29, 2010, 08:21:46 pm
Try to not over rush with the same thing on a field. The small tree for an example. Other wise it's good.
Title: Re: Hows this for tiling
Post by: Zaeranos on March 29, 2010, 08:42:20 pm
I have to agree SD. Try to use some actual Trees instead of a lot of those mini trees.
Title: Re: Hows this for tiling
Post by: Zhello on March 29, 2010, 09:00:02 pm
I have the normal trees as objects instead of tiles, that why I didn't place them in, but Ill try to modify this map a bit.
Title: Re: Hows this for tiling
Post by: Zhello on April 01, 2010, 02:16:11 am
Well this is the next area connected to the first image(Eastern Outskirts 2/5 rms), I found a slightly better tileset to use for this one.
I might add textures to see how good it looks but in order to do that I need to detail it a bit.
(http://i162.photobucket.com/albums/t257/suncrop15/EastSide.png)


in gmk.
(http://i162.photobucket.com/albums/t257/suncrop15/ow.png)
Title: Re: Hows this for tiling
Post by: DJvenom on April 01, 2010, 03:14:05 am
Aside from feeling a little bit like the player getting "funneled" around, it looks nice. Funneled in a sense there's no true sense of freedom, such as an alternate path being blocked by some object. Most Zelda games have more than 1 way to go to get to any 1 locale.
Title: Re: Hows this for tiling
Post by: Zhello on April 01, 2010, 04:53:08 am
The first image I changed, the empty spaces will be replaced with objTree; I removed the extra rocks on the Southeastern side of the map.

(http://i162.photobucket.com/albums/t257/suncrop15/EastSideI-1.png)
Title: Re: Hows this for tiling
Post by: MaJoRa on April 01, 2010, 06:24:39 am
The areas seem to have good design behind them, but I cant help but find they do not look busy enough,. Their are vast areas of open space that you just do not find in the LTTP games. In addition, your cliffs just seem too perfectly straight, which you also do not find in the LTTP games. No real rock face is that symmetrical and perfect, try moving it around a bit and making it seem more erratic and I think you will pull this off much better.
Title: Re: Hows this for tiling
Post by: Zhello on April 01, 2010, 06:28:19 am
The areas seem to have good design behind them, but I cant help but find they do not look busy enough,. Their are vast areas of open space that you just do not find in the LTTP games. In addition, your cliffs just seem too perfectly straight, which you also do not find in the LTTP games. No real rock face is that symmetrical and perfect, try moving it around a bit and making it seem more erratic and I think you will pull this off much better.

Thanks majora.  Well Ill remove the rocks lol, the tile set using doesn't have most of the tiles I really need, so I tried to work around that.  Still looking for tiles though.
Title: Re: Hows this for tiling
Post by: MaJoRa on April 01, 2010, 07:02:21 am
Yea that tileset wont be helping you too much. I would love to help you by providing one of my own, but I dont actually have one, I just get the tiles that I need from my previous maps. I might make my own tileset thinking about it though, it would be useful.

I did have a tileset which was excellent and got me started, it was called maintiles.png but I can't find a copy of it anywhere, perhaps someone else has it?
Title: Re: Hows this for tiling
Post by: Zhello on April 01, 2010, 09:10:21 pm
Is it on ZFGC?
Title: Re: Hows this for tiling
Post by: Zhello on April 12, 2010, 01:42:47 pm
The second map I posted before is connected to this one, its a bit empty lol

The trees I have to re-tile because there is nothing between them and the open space to the far left is suppose to be a town.

sry if its too small, the map is big lol 5440 width and 1280 height

(http://i162.photobucket.com/albums/t257/suncrop15/mapping-1.png)
Title: Re: Hows this for tiling
Post by: Mamoruanime on April 12, 2010, 02:09:57 pm
That will take ages to load on most PC's running Game Maker.

Also it's impossible to crit when you've scaled it down. Just upload it to imageshack or something and hotlink it.
Title: Re: Hows this for tiling
Post by: Kleaver on April 12, 2010, 02:51:38 pm
It needs more detail in my opinion. I always love cramming something into every bit, and really think about every little bit of hill, bush area and path. Not just mass produce and copy it. It also has a bit too many straight lines.  :)
Title: Re: Hows this for tiling
Post by: Zhello on April 12, 2010, 03:23:54 pm
That will take ages to load on most PC's running Game Maker.

Also it's impossible to crit when you've scaled it down. Just upload it to imageshack or something and hotlink it.

http://img710.imageshack.us/i/mapping.png/

it does make it bigger XD
Title: Re: Hows this for tiling
Post by: Calvein on April 12, 2010, 04:21:45 pm
MaJoRa did great tiles for OoT2D, .Takam too for his game (can't remember what the name was) and Kakariko village for the community game was great too.

Here somme .Takam's maps (I don't have the ranch :( ) :

(http://www.picamatic.com/show/2010/04/13/04/19/6640613_bigthumb.png) (http://www.picamatic.com/view/6640613_1111df7/) (http://www.picamatic.com/show/2010/04/13/04/19/6640614_bigthumb.png) (http://www.picamatic.com/view/6640614_1111ds8/) (http://www.picamatic.com/show/2010/04/13/04/19/6640617_bigthumb.png) (http://www.picamatic.com/view/6640617_1111kf9/) (http://www.picamatic.com/show/2010/04/13/04/19/6640620_bigthumb.png) (http://www.picamatic.com/view/6640620_1111mp0/) (http://www.picamatic.com/show/2010/04/13/04/19/6640622_bigthumb.png) (http://www.picamatic.com/view/6640622_barmy2/) (http://www.picamatic.com/show/2010/04/13/04/19/6640624_bigthumb.png) (http://www.picamatic.com/view/6640624_betad1jf0/) (http://www.picamatic.com/show/2010/04/13/04/19/6640629_bigthumb.png) (http://www.picamatic.com/view/6640629_islandunderyh0/) (http://www.picamatic.com/show/2010/04/13/04/20/6640631_bigthumb.png) (http://www.picamatic.com/view/6640631_outsidebz3/) (http://www.picamatic.com/show/2010/04/13/04/20/6640634_bigthumb.png) (http://www.picamatic.com/view/6640634_theatredfn6/) (http://www.picamatic.com/show/2010/04/13/04/20/6640637_bigthumb.png) (http://www.picamatic.com/view/6640637_untitled2jj8/)

Title: Re: Hows this for tiling
Post by: Mirby on April 12, 2010, 04:44:59 pm
.TaKaM is quite talented... those are awesome.

I wish he'd come here more...
Title: Re: Hows this for tiling
Post by: Kleaver on April 12, 2010, 05:18:07 pm
.TaKaM is defiantly a role model for me when I tile. I'd like to say I'm a decent tiler when it comes to eye-candy, but .TaKaM is the master.

Such a shame he gave that game up. Anyone remember the title?
Title: Re: Hows this for tiling
Post by: Zhello on April 12, 2010, 05:25:06 pm
I like to improve on tiling but I dont have any good tiles to use lol


I improved it a bit.

http://img413.imageshack.us/i/mappingt.png/
Title: Re: Hows this for tiling
Post by: Sinkin on April 12, 2010, 07:56:29 pm
As I said in my first post in this topic; Don't over rush with the same tiles. 
Title: Re: Hows this for tiling
Post by: MaJoRa on April 12, 2010, 08:43:51 pm
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:
(http://www.yourlocalweb.co.uk/images/pictures/04/08/coastline-between-gurnards-head-and-boswednack-cliff-39850.jpg)

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.
Title: Re: Hows this for tiling
Post by: Zhello on April 13, 2010, 12:36:53 am
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.
Title: Re: Hows this for tiling
Post by: ALTTP Fan on April 14, 2010, 12:21:41 am
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

Title: Re: Hows this for tiling
Post by: Zhello on April 14, 2010, 03:04:14 am
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://img231.imageshack.us/img231/2839/mappingt.png) (http://img231.imageshack.us/i/mappingt.png/)


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*
Title: Re: Hows this for tiling
Post by: Random on April 14, 2010, 03:15:56 am
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.
Title: Re: Hows this for tiling
Post by: Zaeranos on April 14, 2010, 05:54:09 am
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.
Title: Re: Hows this for tiling
Post by: Random on April 14, 2010, 06:04:27 am
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".
Title: Re: Hows this for tiling
Post by: Zhello on April 15, 2010, 09:33:03 pm
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
Title: Re: Hows this for tiling
Post by: Random on April 15, 2010, 09:47:43 pm
efinitly like were your going with this. But some places still have crafted terrain.
Title: Re: Hows this for tiling
Post by: ALTTP Fan on April 16, 2010, 12:16:10 am
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.)

(http://img99.imageshack.us/img99/5585/2xcliff.png) (http://img99.imageshack.us/i/2xcliff.png/)

(http://img519.imageshack.us/img519/8743/2xditch.png) (http://img519.imageshack.us/i/2xditch.png/)

(http://img263.imageshack.us/img263/4181/4xcliff.png) (http://img263.imageshack.us/i/4xcliff.png/)

(http://img199.imageshack.us/img199/4493/4xcliffb.png) (http://img199.imageshack.us/i/4xcliffb.png/)

(http://img153.imageshack.us/img153/8531/4xditch.png) (http://img153.imageshack.us/i/4xditch.png/)

(http://img691.imageshack.us/img691/6955/4xditchb.png) (http://img691.imageshack.us/i/4xditchb.png/)

(http://img697.imageshack.us/img697/8631/bigrock.png) (http://img697.imageshack.us/i/bigrock.png/)

(http://img90.imageshack.us/img90/3094/fences.png) (http://img90.imageshack.us/i/fences.png/)

(http://img256.imageshack.us/img256/3535/hollowtrees.png) (http://img256.imageshack.us/i/hollowtrees.png/)

(http://img29.imageshack.us/img29/2505/longgrass.png) (http://img29.imageshack.us/i/longgrass.png/)

(http://img406.imageshack.us/img406/4719/puddle.png) (http://img406.imageshack.us/i/puddle.png/)

(http://img714.imageshack.us/img714/9130/shallowwater.png) (http://img714.imageshack.us/i/shallowwater.png/)

(http://img8.imageshack.us/img8/6786/shallowwateredge.png) (http://img8.imageshack.us/i/shallowwateredge.png/)

(http://img41.imageshack.us/img41/729/trees.png) (http://img41.imageshack.us/i/trees.png/)

(http://img69.imageshack.us/img69/7638/patha.png) (http://img69.imageshack.us/i/patha.png/)

(http://img197.imageshack.us/img197/3923/pathb.png) (http://img197.imageshack.us/i/pathb.png/)

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

(http://img171.imageshack.us/img171/2585/kokiriforesthouses16x16.png) (http://img171.imageshack.us/i/kokiriforesthouses16x16.png/)

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 (http://host-a.net/skeme23/DEKU%20TREE%20OPEN%20and%20CLOSE%20MOUTH%20EXAMPLE%20V0.1.gmk)

whew! LONG post lol.
Title: Re: Hows this for tiling
Post by: Zaeranos on April 16, 2010, 08:10:11 am
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.
Title: Re: Hows this for tiling
Post by: Mamoruanime on April 16, 2010, 08:35:50 am
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
Title: Re: Hows this for tiling
Post by: Zhello on April 16, 2010, 04:16:47 pm
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
Title: Re: Hows this for tiling
Post by: Zaeranos on April 16, 2010, 04:27:11 pm
Do not worry, your tileset contains rather wrong tiles. Especially concerning the grass parts.
Title: Re: Hows this for tiling
Post by: Zhello on April 16, 2010, 07:13:53 pm
KOS is it ok if I put all the tiles into one bmp, png?  Im using ORE to tile my maps.
Title: Re: Hows this for tiling
Post by: ALTTP Fan on April 16, 2010, 11:17:52 pm
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:

(http://img812.imageshack.us/img812/9615/zeldaalttptilesetbyskem.th.png) (http://img812.imageshack.us/i/zeldaalttptilesetbyskem.png/)

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:

(http://img151.imageshack.us/img151/3766/zeldaalttptilesetgreenb.th.png) (http://img151.imageshack.us/i/zeldaalttptilesetgreenb.png/)

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.
Title: Re: Hows this for tiling
Post by: MaJoRa on April 17, 2010, 09:21:36 am
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?
Title: Re: Hows this for tiling
Post by: ALTTP Fan on April 20, 2010, 02:07:44 am
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.
Title: Re: Hows this for tiling
Post by: Zhello on April 22, 2010, 01:21:06 am
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
Title: Re: Hows this for tiling
Post by: ALTTP Fan on April 23, 2010, 12:00:34 am
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

Yeah, I tried exporting my room from ORE and it corrupted my gmk(luckily it was only a random test engine) I also did the "make a room, save it as an image and load it in GM." but thats not the the way I want to do it. I shall try exporting it again though, like you said.
Thanks for your help.
Title: Re: Hows this for tiling
Post by: Xfixium on April 23, 2010, 01:25:27 am
The main problem being here is that version of the exporter was the first one I made. I then lost the original source code for Ore in a hard drive crash. So I couldn't update it. (Thus why Ore was discontinued) I decided to write GMLib. Which should be more reliable for future export functions in Ore, which I'm re-writing Ore from the ground up. With some updated features.
Title: Re: Hows this for tiling
Post by: Mamoruanime on April 23, 2010, 01:33:43 am
I usually just export to bin and load those when needed. Saves some trouble :P
Title: Re: Hows this for tiling
Post by: Zhello on December 07, 2010, 10:52:24 pm
I made another map 2 days ago, it is still a work in progress.  This map is basically a remake of Orlo Gale Forest, well part of it is, the rest of it Im making later.

for quests, this can only be seen by members  :'(

(sorry for the otter areas,  I couldn't get the right sprites for them, and I know that needs fixing.) :(

the tile set is from KOS

tiled with ORE and edited in ms paint

what do you guys think? feedback please  :)
Title: Re: Hows this for tiling
Post by: Kren on December 09, 2010, 01:24:13 am
you must remember to go for a more organic look and feel into your maps, meaning less straight lines more random curves and forms, the tress tend to follow that randomness, however, you must remember that parts that aren't important to the map should be removed or improved.
Title: Re: Hows this for tiling
Post by: ALTTP Fan on December 09, 2010, 03:21:57 am
Great work, but as kren said, you need a more "organic look" to your map.
i also think you need to use more natural "outlines" too.(example below)

So, heres another crude edit of your map.
i tried to show how you can make your map look more natural(less straight lines and angles = more natural imo)
i didnt mess around with the inside of your map, just the outside to quickly show how to give it a more natural look.

(http://img703.imageshack.us/img703/6529/examplew.png) (http://img703.imageshack.us/i/examplew.png/)

keep up the great work, my friend :)
Title: Re: Hows this for tiling
Post by: Zhello on December 12, 2010, 04:03:56 pm
Thanks, Ill see what I can do.  :)
Title: Re: Hows this for tiling
Post by: ALTTP Fan on December 12, 2010, 04:32:08 pm
Thanks, Ill see what I can do.  :)

I look forward to it.
By the way, Ive done a small update to those tile sets of mine with improved versions of the smaller bushes and "squirrel" hole trees.

(http://img812.imageshack.us/img812/9615/zeldaalttptilesetbyskem.th.png) (http://img812.imageshack.us/i/zeldaalttptilesetbyskem.png/)

(http://img151.imageshack.us/img151/3766/zeldaalttptilesetgreenb.th.png) (http://img151.imageshack.us/i/zeldaalttptilesetgreenb.png/)


Ive been very lazy the last few months but I will get back to working on this sprite sheet as soon as I can.
Title: Re: Hows this for tiling
Post by: ALTTP Fan on December 12, 2010, 11:02:25 pm
Linkwolf48, check your PMs.

EDIT: Updated the sprite sheet to work better in Ocarina Room Editor.(ORE would cause Transparency before)
To change it back to how it was before, just fill in the bottom left corner using the correct colour(green or black, depending on the sprite sheet)
Title: Re: Hows this for tiling
Post by: ALTTP Fan on December 19, 2010, 02:37:50 am
(http://img208.imageshack.us/img208/3294/myorlogale11.th.png) (http://img208.imageshack.us/i/myorlogale11.png/)

Here it is.
I think I improved your original outlines to make them look more natural and I also tried to make your map look more organic by adding more grass and bushes etc etc...I may have over done it though as it does look kind of clustered now.
But I think you should get the idea.

By the way, here is a modified sprite sheet that should suit your needs a little better.
I made it specifically for this edit of your map so that you wont need to edit it in paint or anything.

(http://img841.imageshack.us/img841/3766/zeldaalttptilesetgreenb.th.png) (http://img841.imageshack.us/i/zeldaalttptilesetgreenb.png/)
Title: Re: Hows this for tiling
Post by: Zaeranos on December 19, 2010, 06:17:16 am
Skeme KOS: How come is your "adjusted" map mirrored horizontally from the orignal one.
Title: Re: Hows this for tiling
Post by: ALTTP Fan on December 19, 2010, 07:03:05 am
Skeme KOS: How come is your "adjusted" map mirrored horizontally from the orignal one.

Linkwolf48 mustve mirrored the map in paint after he made it in ORE.
The .oref file he gave me had the map flipped horizontally as seen in my pic.
I have left it how it was when he gave it me.
I was confused at first too because I immediately noticed the fallen tree log was flipped horizontally in Linkwolf48s pictures in this thread.
So yeah, he just flipped the picture in paint for some reason.
Title: Re: Hows this for tiling
Post by: Zaeranos on December 19, 2010, 07:31:11 am
Okay. Well the flipped one makes me think of LttP's lost woods.
Title: Re: Hows this for tiling
Post by: Zhello on December 19, 2010, 03:20:47 pm
(http://img43.imageshack.us/img43/9151/myorlogale10.th.png) (http://img43.imageshack.us/i/myorlogale10.png/)

Here it is.
I think I improved your original outlines to make them look more natural and I also tried to make your map look more organic by adding more grass and bushes etc etc...I may have over done it though as it does look kind of clustered now.
But I think you should get the idea.

Below is an example showing where I got lazy and didnt alter the straight outlines.

(http://img218.imageshack.us/img218/8472/exampley.th.png) (http://img218.imageshack.us/i/exampley.png/)

By the way, here is a modified sprite sheet that should suit your needs a little better.
I made it specifically for this edit of your map so that you wont need to edit it in paint or anything.

(http://img841.imageshack.us/img841/3766/zeldaalttptilesetgreenb.th.png) (http://img841.imageshack.us/i/zeldaalttptilesetgreenb.png/)



Thx,  I be working on it, along with the other parts using the modified tile-set.

@Neik

I change bits of the map in ms paint lol,  I do this on certain maps, mainly this one because the water fall environment is the Northeastern part of the forest.
Title: Re: Hows this for tiling
Post by: ALTTP Fan on December 19, 2010, 11:49:33 pm
(http://img43.imageshack.us/img43/9151/myorlogale10.th.png) (http://img43.imageshack.us/i/myorlogale10.png/)

Here it is.
I think I improved your original outlines to make them look more natural and I also tried to make your map look more organic by adding more grass and bushes etc etc...I may have over done it though as it does look kind of clustered now.
But I think you should get the idea.

Below is an example showing where I got lazy and didnt alter the straight outlines.

(http://img218.imageshack.us/img218/8472/exampley.th.png) (http://img218.imageshack.us/i/exampley.png/)

By the way, here is a modified sprite sheet that should suit your needs a little better.
I made it specifically for this edit of your map so that you wont need to edit it in paint or anything.

(http://img841.imageshack.us/img841/3766/zeldaalttptilesetgreenb.th.png) (http://img841.imageshack.us/i/zeldaalttptilesetgreenb.png/)



Thx,  I be working on it, along with the other parts using the modified tile-set.

No problem, my friend.
I just hope it helps you in some way.

By the way, I updated that post(reply#49) to fix the parts where I got lazy.
I also improved it slightly.
If you want the newer .oref file, just send me a PM.
Title: Re: Hows this for tiling
Post by: Zhello on December 20, 2010, 06:01:31 pm
Thx KOS  XD, I am also working on the water fall part of the forest in paint, its not done yet, but when it is completed,  I post the final version of it.


(rough draft of the water fall)
Title: Re: Hows this for tiling
Post by: ALTTP Fan on December 20, 2010, 07:35:11 pm
I see a lot of improvement but I still see a lot of "problems" too.
I know its not finished yet though. ;)

Some questions;

1] Is the wall going to be covered with some waterfall tiles?
2] Are you going to differentiate between the deep water parts and shallow water parts because right now they appear to be mixed together. :huh:
3] Is the wall going to be climbable?
4] Do you mind if I edit?
Title: Re: Hows this for tiling
Post by: Zhello on December 31, 2010, 04:12:54 am
I see a lot of improvement but I still see a lot of "problems" too.
I know its not finished yet though. ;)

Some questions;

1] Is the wall going to be covered with some waterfall tiles?
2] Are you going to differentiate between the deep water parts and shallow water parts because right now they appear to be mixed together. :huh:
3] Is the wall going to be climbable?
4] Do you mind if I edit?

Link is able to climb on some parts, and the water area is like that because I have parent objects that determines link's depth and what not, depending on how deep the water is.

lol the final draft for this will be up here soon.
Title: Re: Hows this for tiling
Post by: ALTTP Fan on December 31, 2010, 06:28:55 am
Ok.
Well, heres what I had last week.
I havent finished working on it as I was awaiting your reply and decided to stop until I see your final draft.
I need to make some more custom tiles to use for this setting.

(http://img696.imageshack.us/img696/4865/myorlogalewaterfall.th.png) (http://img696.imageshack.us/i/myorlogalewaterfall.png/)
Title: Re: Hows this for tiling
Post by: Kren on January 03, 2011, 04:23:15 am
I actually like that map, I would give it a try adding a tree on the cliffs ;3!  that way it wont look like a straight line the waterfall! also the way the cliffs and the grass collide looks weird, apart from that great job!
Title: Re: Hows this for tiling
Post by: ALTTP Fan on January 03, 2011, 05:13:00 am
I actually like that map, I would give it a try adding a tree on the cliffs ;3!  that way it wont look like a straight line the waterfall! also the way the cliffs and the grass collide looks weird, apart from that great job!

Putting trees on the cliffs? Im not quite sure what you mean.
I also dont know what you mean by saying the way the cliffs and grass collide makes it look weird.
Its how its done ALTTP.
Could you make an edit showing what you mean please, my friend.
Title: Re: Hows this for tiling
Post by: DJvenom on January 03, 2011, 06:05:36 am
The map has a very lively feel to it. Like a little hideaway in the forest/mountains :) Just a few minor fixes, and it'll be perfect :D!
Title: Re: Hows this for tiling
Post by: ALTTP Fan on January 03, 2011, 06:35:14 am
The map has a very lively feel to it. Like a little hideaway in the forest/mountains :) Just a few minor fixes, and it'll be perfect :D!

Thanks!
Much appreciated...especially coming from you.
Its not meant to be "perfect" as im sure you can tell(theres quite a few tiling errors, sloppy tile placement etc etc) - just a quick draft until I had some more info from wolf.

EDIT: Hold on, you are referring to my map arent you, venom?
If so, which one? The waterfall area or the woods?
If not, then never mind LOL
Title: Re: Hows this for tiling
Post by: Zhello on January 17, 2011, 08:11:18 pm
Its been a while guys,  I was out for a while lol.

Just posting something I should have done a couple of days ago.

(keep in mind that some parts such as rocks, grass, bushes,etc. are not added because they are already objects in my game maker file.)

@ KOS

I saw the one you did and I remade Orlo Gale falls a bit, I trashed like 3 rough drafts of the falls already before I did this one lol

Also the other image is parts of the dungeon I am remaking.  I'm using mammy's DT tiles for this one.


There are some tile errors,  I'll be fixing them, and also making the last 3 parts for Orlo Gale Forest.
Title: Re: Hows this for tiling
Post by: ALTTP Fan on January 18, 2011, 12:28:23 am
Looks really good, my friend!
Much better now.
Well done bro.
Title: Re: Hows this for tiling
Post by: DJvenom on January 18, 2011, 12:52:27 am
Not a fan of the spiderweb on the floor, especially in contrast to the stuff on the wall. Floor web looks more like cow-hide :(
Title: Re: Hows this for tiling
Post by: ALTTP Fan on January 18, 2011, 02:17:17 am
Not a fan of the spiderweb on the floor, especially in contrast to the stuff on the wall. Floor web looks more like cow-hide :(

Yeah, me too.
To be honest, I think the whole sprite sheet needs to be improved too.
It just doesnt look like authentic ALTTP style.
Its definitely a good job by whoever made it though.
A great start, Id say.
Title: Re: Hows this for tiling
Post by: Zhello on January 18, 2011, 03:30:04 am
Not a fan of the spiderweb on the floor, especially in contrast to the stuff on the wall. Floor web looks more like cow-hide :(

Yeah, me too.
To be honest, I think the whole sprite sheet needs to be improved too.
It just doesnt look like authentic ALTTP style.
Its definitely a good job by whoever made it though.
A great start, Id say.


well these are mammy's,  I used them before lol, but it is great for a good start on this dungeon.

The background color is green because ORE was messing around with it before when the BG was white.
Title: Re: Hows this for tiling
Post by: Zhello on March 02, 2011, 07:46:50 pm
Second to last area, this place is where the player can enter the first dungeon, this area is rather small but it is connect to the main part of ogv (Orlo Gale Valley).

All there is left of Orlo now is the summit and the small deku village.

Next part will be Flora Town after Orlo

This map is still a work in progress and it will be updated.

Edit: this is the part connected to the previous one, both of them are drafts.
Title: Re: Hows this for tiling
Post by: Nubcake on March 03, 2011, 05:48:24 pm
i just swallowed a mentos while looking at the pictures.
Title: Re: Hows this for tiling
Post by: Zhello on April 06, 2011, 08:32:08 pm
He is another place I made yesterday, it needs a bit of work still.   This place is suppose to be an abandon underground plaza, but in the game it is now overrun by mindless bandits.
The last 2 I felt that I rushed on, so Ill be working on that later on.

As foe the other parts of Orlo Gale,  I have them but not with me at the moment, so Ill put them up later on.
Title: Re: Hows this for tiling
Post by: Zhello on May 03, 2011, 08:12:56 pm
Finished Flora Road on Gmare! :D  Now time for adding detail tiles that is in the gmk itself (bridges, trees, etc.)  Now before I transfer it, I need to place instances, and before I do that, what do you guys think of this map, needs more detail?  Tiles errors? tell me please before I get to work on this map again.

Ignore the little dark "X"s, those will be removed when I place the bridges there.
AS for the other maps, I will be working on them Orlo Gale Summit and The Forest Cavern, thx to Martijn dh thread about the dungeon contest and how a dungeon should be made, I will be able to rework that map I had up here days ago.

Map was created using enchanted FSA tiles
Title: Re: Hows this for tiling
Post by: Nabeshin on May 04, 2011, 05:52:56 pm
It looks very good.

In the middle water portion, it looks like you intend to put waterfalls? That might look awkward with the shallow splashy water.
Title: Re: Hows this for tiling
Post by: Zhello on May 05, 2011, 01:43:34 am
The thing is that the player needs to jump and cross bridges to get to the other side, the waterfall area has a place for the player to walk to get to the other side of the map.  In the gmk.  I blocked off parts of the path so that the player can only pass through the waterfall area, thus if you do not slip to the bottom.

I see what you are taking about, Ill they are placeholders for upcoming water tiles.
Title: Re: Hows this for tiling
Post by: Zhello on June 09, 2012, 02:47:09 am
It been a while since I've posted something I tiled up.  Anyway, I made a cave like area which is located to the far west of a waterfall.

What do you guys think?

*img doesnt hav objects in it, just the tiles*

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved