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Oct 17, 2011, 11:16 PM
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The berries, vines, text signs and probably columns, if you don't want them to stand out, need shading fixes, so expect that's what I'm going to do next.
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Oct 18, 2011, 12:22 AM
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The columns are fine in my opinion.
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Oct 18, 2011, 12:30 AM
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They are shaded in a different way than the rest of the tileset. The brightest colour they use is found nowhere else in the image, even though they seem to be made of the same material as octagons, the statue and the fountain. Also the broken one is shaded in wrong spots, that is, it looks like light is directed from bottom right instead of top right.
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Oct 18, 2011, 04:40 PM
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Quote:
Originally Posted by Sir Ementaler View Post
Also the broken one is shaded in wrong spots, that is, it looks like light is directed from bottom right instead of top right.
Good catch. I'll fix them myself, so you don't need to bother. By the way, what's wrong with the vines and berries?
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Oct 19, 2011, 06:52 AM
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They look like you were too afraid to use some serious shading on them, so they only use some very similar shades of a colour and therefore look flat, and - because of being so bright - they draw attention (in a negative meaning). In case of vines it doesn't look very bad, but berries use a distinctive colour (green and red isn't used anywhere else except Devan's eye and my hippeastrum), what makes them stand out even more.
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Oct 19, 2011, 01:27 PM
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That might be a stupid question but well, why not.

Would you like the background to bee a view of ruined city(with colosseum ofc) with a big mushroom in the very background?
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Oct 24, 2011, 08:37 AM
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Oct 24, 2011, 04:18 PM
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My berries! What did you do?

WHAT DID YOU DO?



Just kidding it's fine. Liking the new vine though. Also, I still haven't managed to find time to work on my broken pillars. Not that I don't have time. I just seem to get sidetracked. Not to mention Homestuck's EOA is coming out TODAY!
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Oct 28, 2011, 10:46 AM
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Some necessary Tiles.
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Oct 28, 2011, 10:52 PM
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2 decorative tiles and concept torch... Planning to do animated tiles.

Fited with palette
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Nov 10, 2011, 08:59 AM
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Didn't change much. The additions are layer 4 cave tiles and some random solid blocks with something that's supposed to look like roses. Also there are some minor fixes. Edits include mainly both of the broken fountains (moved Jake's one some pixels left so it doesn't take an additional tile for only 2 pixels, fixed JaRU's one so it makes any sense) and some arrows that didn't connect correctly.

Now I should make a note about CR's tiles and why they aren't in there. Remember it's only my decision and some of those tiles can still be added if people want them. The torch looks unfinished and flat, and uses a different type of perspective than the tileset does. The bottom left tile looks unfinished, uses a different type of colour transition than the tileset does (Blade's early tilesets spring to mind) and doesn't connect to any of the existing tiles (making it hard to place it anywhere in a level). The top left tile looks fine except it doesn't seem to fit the tileset style-wise too well.

I think snow, fountain and statue tiles inside of the cave aren't necessary, but feel free to add them if you disagree. Some cave tiles are missing (inside curves), I simply forgot them. Will be added later. Also, now is probably the right time to say if you dislike these cave tiles generally (and draw better ones if you do =P).
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Nov 10, 2011, 09:31 AM
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Excellent!
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Nov 10, 2011, 10:16 AM
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Ah, great job. I've been a tad busy the last few days, but at some point I might try doing some background stuff, like fixing up the aqueduct. Also, your cave tiles are fine, although I think we should probably remove the ones down the bottom since they won't match up with the others.
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Nov 10, 2011, 12:52 PM
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Uh, at some point, would someone mind fixing the leftmost part of my broken fountain? It's at a bit unnatural angle... Yes, I am busy.
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Nov 10, 2011, 01:21 PM
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See? Like i said in past: I'm sux in tilesetmaking... I'm outta.

Good luck!
(negrep me for that)
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Nov 10, 2011, 05:11 PM
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Looking good, SE.

Crap. You reminded me I have yet to do the pillars. I'll post them up sometime soon, I swear.
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Nov 21, 2011, 06:13 PM
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I am so sorry this took so long, but I fixed the lighting on the broken pillars and added a subtle shadow effect to it as an after thought. Now, I'm getting a little stuck on ideas for the set.

The thread is being ignored.
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Nov 21, 2011, 10:00 PM
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Going to make a textured BG later today, blue or red?
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Nov 21, 2011, 10:50 PM
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Very light blue.
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Nov 22, 2011, 02:14 AM
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Definitely blue. But didn't we decide a non-textured background would be the way to go?
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Nov 22, 2011, 03:31 AM
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You did say that we should still leave the option in if the level maker wants it. I'd still propose a background with Jazz Blue in place of the sky, so that we can use a textured or non textured background behind that other layer.
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Nov 22, 2011, 04:44 AM
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Also it only takes a 8x8 off the tileset, I can make it use water colours.
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Nov 22, 2011, 04:57 AM
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Quote:
Originally Posted by Jake View Post
Also it only takes a 8x8 off the tileset, I can make it use water colours.
More relevantly, it uses 64 tiles. 8x8 just sounds so small. Watercolor seems good as well.
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That's basically what he said. 8x8 tiles = 64 tiles.
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Quote:
Originally Posted by Obi1mcd View Post
That's basically what he said. 8x8 tiles = 64 tiles.
Nice timing. I just edited my post to clarify my point when you posted.
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Nov 26, 2011, 07:11 AM
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So, I'm slowly attempting to make a non-textured background, and I'm also considering some trees. Should the trees be evergreens (pine trees) or some bare trees without leaves?
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It's the first time I add some new colours to this tileset. And yet the block of ice using them sucks. Guess I'll have to fix it later. Either way, you now have some scenery blocks and inside corners of the cave. Besides, the mushrooms look more natural and Jake's edit of the fountain doesn't look like it was rotated in a cheap graphics program. At least not as much as before.
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Feb 8, 2012, 04:40 PM
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Great revival yay.
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Feb 9, 2012, 03:16 AM
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Actually my try at the fountain could be removed, the left part looks way too weird
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This may be a bit early to be bringing this up, but this would (in my opinion) be a great variation on this tileset.


Make a space station that's been built OVER the ruins of a temple.

Kind of like a "Technology trumps Archaeology" concept. Devan's run out of galactic real estate, so now he's building over all of the galaxy's ancient ruins. He constructs a super-high-tech space base, heartlessly wiping out the priceless relics beneath him (Which, if he had been smart, he could've sold to an archaeologist foundation for a profit, instead of just needlessly wasting them).

You could input some futuristic stuff to counterbalance the musty, outdated stone temples, as well as some tiles showing Devan's improvised merging of the two (i.e.-crumbled, busted rock and twisted, bent metal meeting in the same tile).

Plus some bracken water (It could also be toxic chemicals from Devan's base leaking out into the ruins).

That's my story, and I'm sticking to it.
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Mar 19, 2012, 02:20 AM
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So does anyone want to do anything here?
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Yes, I do. I'm occupied for a few weeks, but I do plan on continuing this at some point.
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This has been inactive for barely a month, what's the problem?
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A month without activity of any sort on a collaborative project is definitely of note. (Also not of note is that I actually am working on that little game thing)
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Since this was bumped:

So, I've made a start on re-organising things slightly. I've added Sir Ementaler's tiles to the main image, and added a bunch of red X tiles to mark the empty areas more clearly. Also, I removed Violet's cave tiles, as they were rather messy from a usage perspective and Sir Ementaler's alternative seems to be somewhat simpler.
Lastly, I removed the background aqueduct things from the main image. We can still use them later if they get revised, but for the time being they still don't tile so they have been removed.
Oh, and the thing has been reduced to the right colour depth again.
So now we have about 380 tiles. A few less, considering the blanks in there. Either way, we have a good base to work from, and I think we need to focus on eyecandy now. If anybody has any tiles they think would fit, go ahead and submit them. Don't worry about colour depth, I'll personally reduce them to whatever is needed if they are drawn in 24-bit rather than 8-bit.
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Mar 21, 2012, 06:27 AM
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You didn't include the properly lighted pillars I posted.
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Pillars have been added. I'll just put it as a link instead of filling the thread with enormous images.
Get it here.
Also, on that subject, it's probably better to just post specific tiles as small images than to put them directly into the large one. Not only does it take less space, it's easier to revise their palettes like that.
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I know Violet said not to include torches as we should focus on the city aspect of this tileset, but torches fit well into the period in any case.

Slick at 15fps.
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Add a torch with no flame, so that players can shoot it and put out the torch.
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Destruct scenery from an animated tile? I don't know if that's possible.
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