[TILESET] Awaiting Approval from Christopho

Started by ffomega, December 07, 2016, 01:02:11 AM

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Wow this is awesome! Thanks for your reactivity!

January 03, 2017, 09:31:03 AM #16 Last Edit: January 03, 2017, 10:11:59 PM by ffomega
It's no problem at all :) I enjoy doing this stuff <3
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/


Quote from: MetalZelda on January 03, 2017, 08:19:36 PM
This pillar isn't mapped



Thank you for pointing it out MetalZelda.  The pillar has been added :)  If you or anyone else find an unmapped pattern, please don't hesitate to tell me :)
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

I think I found an issue: to make a cave, I am using your tileset #7, but some wall borders don't have the correct palette. More exactly, tile patterns like wall_border.1-3 should be slightly red and wall_low_border.1-3 should be green.

I'll change ADT 7 for you.  However, as for the rest of the tilesets, the palette choices were a choice I made based on the default palette choices present within Hyrule Magic (most notably the gold castle palette, which made the wall borders for the caves bright blue, which did not look right with the color scheme at all.

That being said, if you have any suggestions for certain tilesets, or would like for me to show you a sample of each of the remaining 15 variants, let me know and I'll change them to whatever color scheme you'd like :)
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

I don't know how Hyrule Magic palettes work, but right now it is impossible to reproduce maps from ALTTP caves because of these borders.

January 16, 2017, 06:35:57 PM #22 Last Edit: January 16, 2017, 06:43:01 PM by Christopho
Another detail: the default layer of door tops (like door_top.1-1 and friends) should be one layer above the one of the corresponding walls. Same for door_cache.1-3 which is on the contrary one layer too high.
Maybe there are other tile patterns whose default layer is incorrect, I don't know. I am only starting to work with it :P
I also noticed that your convention is to have default layers of 0 and -1 for both levels of floors. In my games so far I use 1 and 0. Your choice is probably better now that negative layers exist, because with your convention, 0 will be the most used one. So even if it does not really change anything, I will do like that is new maps :)

January 16, 2017, 08:09:30 PM #23 Last Edit: January 17, 2017, 04:26:51 AM by ffomega
Well as far as default layers are concerned, I took into consideration that in programming, a lot of variables in my experience have been zero-based.  I got used to the idea of starting everything with zero because when it came to layers in zelda, 0 meant "zero height".  All my maps use layers -2 through 2, -2 being used for parallax background tile patterns (such as horizons and summit tiles), whereas layer 2 was for overlays (such as the forest canopy and fog).

You are right about the door cache patterns, almost all of them were set to layer 2 by default.  I intended for them to be layer 1 by default but forgot to double check.  The door tops are on layer 1 by default, but can be adjusted to layer 0 depending on whether or not you need one for the lower layer.  I have updated the data files for the tileset package.

I have included a preview image of a cave room created with the tilesets.  The borders' palettes have been changed to resemble the other borders, with the exception of the brown and ice cave tileset palette, as they had colors for which their default palette was designed.  If these look how you like, I'll repackage them with the Absolute Dungeon Tileset package, but I want to make certain they do so no one has to download constant updates to the tileset if they are in the process of making maps from them :)



As always thank you for proofing my work.  it helps to have someone with better eyesight than my own to find and point out any errors there may be :)
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

January 16, 2017, 08:30:25 PM #24 Last Edit: January 16, 2017, 08:57:41 PM by Christopho
I am completely convinced with your explanations about layers.
I also agree with the new palettes for borders.
Thank you so much for the quality of your work, not only everything you do is very impressive, but you also react quickly to take remarks and suggestions into consideration :)

Thanks for the support Chris.  I am just happy being a part of something :)

I updated the tileset package to include the new palettes for the wall borders
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

Another detail about caves: in ALTTP the ceiling of caves (around the rooms) are the uniform color 40,32,32. Similarly, for houses it is 56,40,40. I did not find such tile patterns in the tileset. ceiling.1 is the regular ceiling patterns used by most tilesets, and ceiling.2 is not exactly this particular color.

January 17, 2017, 02:08:10 AM #27 Last Edit: January 17, 2017, 02:45:50 AM by ffomega
ceiling.2 was supposed to be the ceiling you'd use for house interiors and caves.  I've recolored the tiles for each of these.

Something of note: I am using paint shop pro for my image editor, and it seems more often than not that when I save images colors may get distorted.  I try to correct them as much as I can but I may not catch them all if there are any discrepancies.
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

January 18, 2017, 04:19:00 PM #28 Last Edit: January 19, 2017, 11:03:37 AM by Christopho
Update: see my next message with pictures for more clarity.
Here are more details I found in my today's work session:
- The default layer of floors like floor.1-2 (all darker variants of floors) should be -1 and not 0. Same thing for door.1.low_support.1-2.
- Missing door caches on the low layer: door_cache_low.1 and friends should exist for walls that have a different style as wall_low.1-1, like cave walls (wall_low.1-2). For the wall style wall_low.1-1 (which is the most usual), I guess you want us to use bridge_tile.1-1? This should be possible, but currently there is a slight shift of one pixel, the tiles don't exactly match.
- Missing transparency in the torch_big.bottom pattern (at least in tileset #7).
I can give pictures if you want, if something is not clear :P
- door_cache.2-1 is misaligned compared to door_cache.2-3.

sure :) picture references are always nice to help me better see the discrepencies :)
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/