Holy cow, those look great! Are you going to make some of the other RTP caves as well? I have a love-hate relationship with the RTP caves too, and I'd love something more rounded, especially when it comes to ice and crystal caves (a staple in my games are mysterious elemental caves with dark secrets).
I saw the profile post with these in. They are excellent and I'm grabbing them straight away. I've avoided the blocky rtp cave tiles for years, it's astonishing that they can be transformed into something like this. Thank you.
Another pet peeve besides blocky walls are boring uniform floor structures. If I already build a full set for a cave, that means I have a full A2 to fill with variations that can be layered as needed!
Random test map to check the colors work nicely:
Another pet peeve besides blocky walls are boring uniform floor structures. If I already build a full set for a cave, that means I have a full A2 to fill with variations that can be layered as needed! View attachment 253556
Random test map to check the colors work nicely: View attachment 253557
This type of tileset really needs all the 4 MZ layers, but if you carefully shiftmap everything as far down as possible, the result is really worth it!
My plan was generally to "just" see if I can fill up the sheet and in the end I ran out of space instead of out of ideas xD Some things like the slopes really take up a lot of space^^'
Here is a random editor sample so you get some ideas of how certain things can be used:
I know slopes are space hungry, but they make such a difference and as I hate making them, I'm extremely glad that you have!
And sideways steps. Yay!!!!!
EDIT
How did I not notice and thank you for the bridge and down-into-darkness tiles? I suppose I was just too taken up with the slopes and steps for anything else to register.
Everytime I think: Yup, I released everything of the stuff I made previously I remember something else. When writing the blog tutorials I had to basically try out and do all the stuff I was talking about and so those face parts came to be!
Here are some random examples using these (and some of my other, because they are just in my generator folder) face parts:
(seems like my random button likes to combine my own parts with green hair xD)
Curvy caves are not only sexy, they also need a lot of space on the sheets.
Oh god, my puns get awful when I am sick...
So, I decided to expand the cave set onto a C sheet, but as you can see, there is still some room for more things. While I definitly can come up with things to put there, I wanted to use the oppurtunity to see what people might wish for.
Some word vomit that is hopefully useful for ideas:
Floating or hanging platforms that aren't blocky. They could suspend above air (like in my screenshot), or the vertical parts could serve as jagged overhangs for ceilings and bridges.
Sloped walls -- pretty much every wall asset ever creates a 90-degree angle with the ground. Is there some way to make softer angles and still have them be ... tile-able?
Hope you feel better soon! (Not just because I want more tiles, I promise.)
The thought that has bothered me a lot about caves is that although there is clutter to put all over the place, the ground itself is unnaturally even. The only way I know of achieving variety in the floor surface itself is to try and replicate the autotiles for this from rpg maker 2003. But perhaps there is something you could come up with for a C tilesheet?
And don't apologise for your puns; I enjoy them.
EDIT
I've just gone hunting through saves in a 2003 game for an example and found the one in the spoiler. At the bottom you can see a couple of examples of irregularity in the ground, both hollow and sticking up. I included a bit of the top of the cave because there is another thing which would be great to have, and that is proper cut away cracks in the wall letting in external light.
The second example shows how the hollow bit can be used to make tiny steps/stairs which might also meet tumsterfest's request for gentler slopes. At least in some circumstances.
Also down in the bottom right corner is another example of tumsterfest's jagged hanging tiles.
@Kes I saw that edit too late and stared very confused at my 2k3 RTP files until I realised you meant something the FSM tiles for that engine had ;D
I entered the RM universe with XP so everything before never really bothrered me, but the XP version of his tiles has something similar.
A2 still had exactly one free slot, so here we go:
The last bit of the sheet became a little random, but I managed to fill it up:
If you want to combine the cracks with the beams, you'll have to make some additional edits^^'
I would assume you use stuff from the default Dungeon sheets (or just the default sheets) in D and E, so you have some more basic mining equipment
SF_Actor3_3 is one of 4 of the SF_Actors, that don't have an SV battler by default. Why? I don't really know. But I really like his looks. He could be a private eye, a modern vampire or just a cool guy who likes suits.
And I am curious: have all those additions to the default characters made you change their roles in your games? Did any of those graphics inspire or enable you to use them in a way you could not before?
Thanks very much for the TileC additions. Having them will make such a difference.
As I am using tall sprites in my current project I can't reply directly to your question about the characters. It's not possible to do anything with the battlers but I can turn walking sprites into tall sprites and there are a couple which I'm specifically tweaking the story line slightly to accommodate them. e.g. because of the emo set for Evil 3 that you did, I shall be incorporating her in some way.
Every day I'm getting rough-outs of another sprite sheet or two. Getting real close to just needing to make new original stuff and editing my tables and chairs to look correct for the taller sprites is among the top of the revisions list.
This week was super fun as I got to work on my favorite thing: Combat! A new boss has been added and some new mechanics on top of that. I also made some improvements to the first town.
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