What's the best way to make aesthetic Tile-Transitions

ScorchedGround

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Assuming you use the RTP and you wanted to make a map, where you have a river in a forest that goes all the way to the ocean on the coast, how would you go about making the transition between grass-tiles and sand-tiles?

Because something like this just does not look very nice:

Map085.png
 

Andar

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It depends on the scale, but the biggest problem you have on that example are the straigth lines.
nature does not have such lines, all rivers meander.

so make a few indentions to left and right on that structure as the first step.
then break up the blocky lines even more by placing rocks, flowers and more on them - in a way that might look random, but is planned to cover the worst of those lines.
 

ScorchedGround

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Yeah that's what I thought aswell.

My first idea was to put the "tall grass" tiles over the transitioning tiles and it definitely looks better than before.

Just wanted to make sure there isn't some cool mapping trick that I somehow overlooked.

This is how the raw build of the map looks like:

Map083.png
 

Fen_Star

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I am a novice so, take what I say with a grain of salt.
Obviously, this includes some assets that are not RTP, but you can use things along the corners and such to soften things up sort of like you suggested with the tall grass.
1604173090475.png
Mostly, I have started using the B-D layers for custom stuff to soften transitions, but I don't think that is what you are talking about.

Here is an example of a super quick and sloppy shift translation of the RTP assets that you could use on the B+ layers to overlay a diffrent curve

1604173940180.png
Oooo... actually, most of the little "rocks" along the boundary have a dark shadow so you could probably script that so that the transitions happened at those points.

Although, I am the guy who spends hours making elevation bitmaps of the sprites and then applying them to patterns to make clothes so maybe I am weird. XD
 
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Finnuval

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My first idea was to put the "tall grass" tiles over the transitioning tiles and it definitely looks better than before.
This helps a lot though you are making it to square still.

EDIT : Okay, so it's from an old project so it isnt my best work lol

2020-10-31_21-55-02.png

so keep the shoreline chaotic then use the tall grass (both colors) to create patches that seemingly overlap in a chaotic patern. Now this is with a desert base but works for grass base just as well. Then the further away you get from the water's edge the less foilage and tall grass you place.
This is the easiest and most natural way I find to create a good looking transition within the engine.

Hope it helps
 
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Andar

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Just wanted to make sure there isn't some cool mapping trick that I somehow overlooked.
based on your screenshot, there is a mapping technique that you overlooked, but it has nothing to do with rivers - it is much more basic than that.

please look for tutorials on shift-click-mapping, one of them is also linked in my starting point in my signature. that will remove the tiny edges and borders between cliff and grass that you still have
 

Fen_Star

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based on your screenshot, there is a mapping technique that you overlooked, but it has nothing to do with rivers - it is much more basic than that.

please look for tutorials on shift-click-mapping, one of them is also linked in my starting point in my signature. that will remove the tiny edges and borders between cliff and grass that you still have
I know in the read areas I circled you can use shift tiles to clean it up, but is there anything he can do about the green areas?
1604184437764.png
95% of my maps are indoors so I usually don't have to worry about this. :)
 

Andar

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in some cases that can be cleaned by shift-click mapping also, but in other cases you need to modify the tileset.
 

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