Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Tiletiling

 
Post new topic   Reply to topic    Castle Paradox Forum Index -> Creative Corner
View previous topic :: View next topic  
Author Message
NeoTA
Idiomatic Nomenclature




Joined: 15 Mar 2004
Posts: 165

PostPosted: Tue Sep 21, 2004 6:26 pm    Post subject: Tiletiling Reply with quote

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)
Back to top
View user's profile Send private message
jabbercat
Composer




Joined: 04 Sep 2003
Posts: 823
Location: Oxford

PostPosted: Wed Sep 22, 2004 1:19 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message MSN Messenger
Sephyroth
Renegade Rebel Redmage
Class A Minstrel



Joined: 04 Feb 2003
Posts: 644
Location: Schmocation

PostPosted: Wed Sep 22, 2004 8:53 am    Post subject: Reply with quote

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 Sad...
Back to top
View user's profile Send private message Send e-mail AIM Address
Orion
Sick of the shit I gotta deal with




Joined: 16 Jul 2004
Posts: 225
Location: Behind Linkmax, setting off fireworks in his hair!

PostPosted: Thu Sep 23, 2004 10:53 am    Post subject: Reply with quote

That looks awesome Sephyroth.
_________________
Yo.
Back to top
View user's profile Send private message Visit poster's website
Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Fri Sep 24, 2004 10:51 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
NeoTA
Idiomatic Nomenclature




Joined: 15 Mar 2004
Posts: 165

PostPosted: Tue Sep 28, 2004 2:03 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> Creative Corner All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group