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 Magi's Tileswaps

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DeeMer
Winner - Celestial Mage

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Number of posts: 35
Age: 25
Registration date: 2008-08-03

PostSubject: Re: Magi's Tileswaps   Fri Jan 02, 2009 12:50 pm

Magi wrote:
I've done a small edit to the default tileset for any female players.

I present to you, (With a fancy new Preview Tile)

The Witch Tileset




(And yes, I based the design off DeeMer's avatar and her 16x16 tileset's Witch)


Neat, but I must inform you that despite the whole witch avatar and everything, I'm not a woman.
I never meant to deceive, I just like witches.

EDIT:
I guess I could also link to my tileset while we're here.
Sorry, I realized this is for your tilesets. So I'll stick this somewhere else.


Last edited by DeeMer on Fri Jan 02, 2009 1:02 pm; edited 1 time in total (Reason for editing : Wrong thread!)
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Magi
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PostSubject: Re: Magi's Tileswaps   Fri Jan 02, 2009 2:48 pm

DeeMer wrote:
Magi wrote:
I've done a small edit to the default tileset for any female players.

I present to you, (With a fancy new Preview Tile)

The Witch Tileset




(And yes, I based the design off DeeMer's avatar and her 16x16 tileset's Witch)


Neat, but I must inform you that despite the whole witch avatar and everything, I'm not a woman.
I never meant to deceive, I just like witches.

EDIT:
I guess I could also link to my tileset while we're here.
Sorry, I realized this is for your tilesets. So I'll stick this somewhere else.


Whoops! Sorry, I'm known to get mixed up like that. I should always remind myself to check people's profiles before guessing someone's gender. Laughing

I love your tileset by the way, I agree that 32x32 is pretty big but I'm used to it- I'm a game programmer and the platform I use for my coding only natively supports 32x32 tiles, with work-arounds needed to do anything smaller.

I may get to work on another tileset later today. I'm not sure what the theme would be, but I feel like making one based off an 8-bit game.
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DeeMer
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PostSubject: Re: Magi's Tileswaps   Fri Jan 02, 2009 3:26 pm

Do you mean an 8-bit style, or do you mean to import graphics from 8-bit games?
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Magi
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PostSubject: Re: Magi's Tileswaps   Fri Jan 02, 2009 3:41 pm

DeeMer wrote:
Do you mean an 8-bit style, or do you mean to import graphics from 8-bit games?



Probably a mix of both, I'm planning on using your 16x16 tileset as a template(Since I'm terrible with figuring out where the tiles are placed without a template), adding the new and imported graphics, then doubling the size to the pixels extra-large, similar to the old NES games' display resolution on a TV.

I'm primarily using Final Fantasy and Legend of Zelda tiles, along with a mix of personal edits and custom work. I'll give you guys a preview in a bit, once I create the Sheet Tile for it.
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Magi
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PostSubject: Re: Magi's Tileswaps   Fri Jan 02, 2009 5:30 pm

I'm having trouble with the Dragons. I can't custom them very well and there's no 16x16 sprites of them.

Might be a bit until I get the preview.
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Magi
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PostSubject: Re: Magi's Tileswaps   Fri Jan 02, 2009 6:11 pm


Preview (Used default Dragon since I don't have one yet)

A few of the tiles are edited from DeeMer's set, but it's not that obvious for most of them. Hope you don't mind!
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Zixinus
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PostSubject: Re: Magi's Tileswaps   Sat Jan 03, 2009 2:15 pm

Nahjor wrote:
Zixinus wrote:
Or you could put it back. Razz It might be interesting.


Oh, it's still there. I haven't removed anything. Smile


Ah. Any hint on how to get it?
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DeeMer
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Age: 25
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PostSubject: Re: Magi's Tileswaps   Sat Jan 03, 2009 3:09 pm

Magi wrote:
A few of the tiles are edited from DeeMer's set, but it's not that obvious for most of them. Hope you don't mind!

That's alright, assuming you're talking about the ones that I actually did redraw, and not the ones that are still victims of The Image Compression of Default Tiles.

I don't know what your overall plan is here, but I suggest that you actually have different graphics for each of the dragons and not just a simple re-color. There should be plenty of 16x16 Dragons in all of NES/Famicom history for you to use.

Which tile ripper are you employing, or do you just grab them from screen shorts or from around the internet?


Fake EDIT:
Oh I just noticed your earlier lament of lack of dragons. I'm sure I can find three or four properly sized Dragons for you. It'll take some time.

Real Edit:
Alright, here's a few I found using YY-Chr. These are only the graphics, without the correct pallet. I've labeled them the best I could.







I checked some of the Dragon Quest games, but the graphics weren't stored in a manner I could easily read. I also looked at the Fire Emblem games, but could only find Dragon Rider sprites small enough.

There are a LOT of NES games, and many of them have very neat monster or item sprites you could use also. If you happen to need any more help, just ask.
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Magi
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PostSubject: Re: Magi's Tileswaps   Sat Jan 03, 2009 10:58 pm

Thanks! These will be really useful. I wish make sure to mention it if I have any more tiles I can't find.
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Magi
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PostSubject: Re: Magi's Tileswaps   Fri Jan 09, 2009 1:08 pm

Sorry, got caught up with work lately. I run an online game, and it's been having some big changes in its management structure lately that I've had to deal with. Combine that with the hectic life and school I've been having lately and I've had little time to work on the current sheet. I'll make sure to get another bunch of tiles done soon, though.
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Magi
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PostSubject: Re: Magi's Tileswaps   Sat Jan 10, 2009 6:39 pm

I've finished most of the 8-Bit Tileswap.

A few tiles are missing, but it's usable. I'll finish the rest of the tiles soon.


(Click for sheet)
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DeeMer
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PostSubject: Re: Magi's Tileswaps   Sun Jan 11, 2009 1:16 am

I know it's a work in progress, so I'll refrain from commenting too much.

Aside from the images I provided, what was your method of acquiring the sprites? Were you disassembling screenshots from emulators, or did you use a tile-ripping program? Either way I think you need a little more variety. Many tiles are recolors, and some only have 2 colors and come out flat. Most NES tiles have three colors (excluding transparency). It also seems odd that you used a humanoid tile for the gargoyle.
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Magi
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PostSubject: Re: Magi's Tileswaps   Sun Jan 11, 2009 3:42 pm

DeeMer wrote:
I know it's a work in progress, so I'll refrain from commenting too much.

Aside from the images I provided, what was your method of acquiring the sprites? Were you disassembling screenshots from emulators, or did you use a tile-ripping program? Either way I think you need a little more variety. Many tiles are recolors, and some only have 2 colors and come out flat. Most NES tiles have three colors (excluding transparency). It also seems odd that you used a humanoid tile for the gargoyle.


I have little/no experience using a tile-ripping program, and it would take too long for me to obtain the sprites otherwise. I normally use The Spriter's Resource for most sprites that I don't have already from my years of collecting sprites for my games.

I know that a good portion of the tiles are either recolors or have less than 3 colors. It's a WIP and I'm planning on fixing those by the time it's finished.

As for the gargoyle.. I have no clue. It seemed to fit reasonably well, and certain interpretations of the Gargoyle have it as a stone man with wings.
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