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NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
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Posted: Tue Sep 21, 2004 6:26 pm Post subject: Tiletiling |
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After writing about this method of tile layouting
I was wondering if any of you composite your 20x20 tiles from 4 smaller 10x10 tiles. This is good for variations on a tile (eg grass), and edge tiles particularly (meaning ones that really only partly occupy a tile; the rest is background eg. grass.).
Actually what would be really great is if you could edit in either 20x20 or 10x10 tile mode, with the editor automatically creating the 20x20 tiles by joining the 10x10 tiles (and stopping you from creating more 20x20 tiles than is permissible by recombining 10x10 tiles too many different ways). OpenTuME supports that, so it might even be worth it to write a converter TuME->OHRRPGCE map format.
I may have some examples soon. Anyway go to that link anyway, cause the other parts of that topic are filled with some incredible examples of tiling work (from Sword of Mana) |
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jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
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Posted: Wed Sep 22, 2004 1:19 am Post subject: |
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I have actually been using that method for awhile, ever since I was messing around on the OS/X. I only used 10x10 tiles once as a test, but that didn't go anywhere. I actually use 40x40 tiles in a 80x80'master' tile. It give good variations, Im happy with them. Randering is also faster when building with master tiles. |
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Sephyroth Renegade Rebel Redmage Class A Minstrel

Joined: 04 Feb 2003 Posts: 644 Location: Schmocation
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Posted: Wed Sep 22, 2004 8:53 am Post subject: |
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I don't know what you mean, but I do often just draw 1/4 of a tile (10x10), and then have the 20x20 tile composed entirely of 4 of the 10x10 tiles. Like in this picture:
 _________________ im realy ded  |
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Orion Sick of the shit I gotta deal with

Joined: 16 Jul 2004 Posts: 225 Location: Behind Linkmax, setting off fireworks in his hair!
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Posted: Thu Sep 23, 2004 10:53 am Post subject: |
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That looks awesome Sephyroth. _________________ Yo. |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Fri Sep 24, 2004 10:51 am Post subject: |
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sounds like a great program. and the converter would be useful.
I think I can write a little program to convert the different file types, maybe even add a feature to the importer to import from that file format.
unfortunately, I have a very limited knowledge on how to do color defusion, or how to search for the best match to the colors.
I also like working with 20 by 20 maptiles better than any one of them. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
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Posted: Tue Sep 28, 2004 2:03 am Post subject: |
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OpenTuME is designed for <=256color graphics, so you would not need to do any conversion, just require that you use a similar palette for map editing as you do in the rpg file.
i like 8x8 tiles best. it really helps improve the detail level working on so small a scale. |
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