[UPDATE] Full Hyrule Tileset Now Has Summit Tiles

Started by ffomega, September 26, 2016, 05:56:05 AM

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As the title implies, the tileset has been updated to include water, road, mountain, and house tiles (complete with roof customization), all of which are parallaxing tiles.

Now you can add more than just clouds and trees to a vista in your maps.  The tileset can be downloaded from my site.  You can also visit the site to learn how to place the tiles accordingly.

Updated tileset (Right-click and Save Link As..)
Data file
Tutorial



Happy Mapping!!

My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

This are very cool effects. I am sure many people will use your tileset.

This is not about this post but... let's hope that we someday can also do some pseudo 3D effect with Solarus, like in Final Fantasy games when the characters fly over the world, or like in Secret of Mana when you fly with the dragon:
https://youtu.be/DSMlXPZPOaM?t=5m42s
Maybe this could be done too when shaders and functions to modify pixels are done.
"If you make people think they're thinking, they'll love you. But if you really make them think, they'll hate you."

Ah, you're referring to Mode7.  This is a method used by taking a flat image and skewing it slightly to fake the appearance of a 3D space.
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

Yeah, that's it, I did not know it was called Mode 7.
I think it will be feasible someday when Solarus allows modifying pixels, and I would like to make a Lua script for this by then. Anyway, I put a few links about this Mode 7 that I have found, for posterity:
https://en.wikipedia.org/wiki/Mode_7
http://www.coranac.com/tonc/text/mode7.htm
http://gamedev.stackexchange.com/questions/24957/doing-an-snes-mode-7-affine-transform-effect-in-pygame
"If you make people think they're thinking, they'll love you. But if you really make them think, they'll hate you."


Beautiful! I foresee myself using that sometime in the future.
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The only problem for me is the roof color of the house in the panoramic tile, maybe a little contrast tweak will solve this

Quote from: Diarandor on September 26, 2016, 12:36:07 PM
Yeah, that's it, I did not know it was called Mode 7.
I think it will be feasible someday when Solarus allows modifying pixels, and I would like to make a Lua script for this by then. Anyway, I put a few links about this Mode 7 that I have found, for posterity:
https://en.wikipedia.org/wiki/Mode_7
http://www.coranac.com/tonc/text/mode7.htm
http://gamedev.stackexchange.com/questions/24957/doing-an-snes-mode-7-affine-transform-effect-in-pygame

There is also H-Mode7, which simulate a "real 3d effect" with 2d textures, I would also like to port it when Solarus will allow this kind of mocification

http://save-point.org/thread-3151.html

Good thing is, I already ported some RGSS code so this might be a no-problem to port it on Solarus

What do you need in the Lua API to make it possible? Just surface:set_pixels()?

The idea I had in mind was to draw a world map, made with tiles, and then draw everything on a different (and opaque) surface. But to do that this way we would also need a function tile:get_pixels(). This could also be done without tile:get_pixels(), with just a big image drawn in a surface for the world map that is used to compute the pixels of the Mode 7 surface. Maybe there are better ways to do it, but I do not know.
"If you make people think they're thinking, they'll love you. But if you really make them think, they'll hate you."

September 27, 2016, 04:56:40 PM #9 Last Edit: September 27, 2016, 07:05:26 PM by MetalZelda
Quote from: Diarandor on September 27, 2016, 03:18:10 PM
The idea I had in mind was to draw a world map, made with tiles, and then draw everything on a different (and opaque) surface. But to do that this way we would also need a function tile:get_pixels(). This could also be done without tile:get_pixels(), with just a big image drawn in a surface for the world map that is used to compute the pixels of the Mode 7 surface. Maybe there are better ways to do it, but I do not know.

Mode 7 is a bit more complicated, we need a documentation (Edit: Didn't see Diarandor's link)

Because mode 7, afaik, include
- surface slant (angle)
- surface zoom (effects, World map in ALTTP is an example, zoom transition (Final Fantasy))

Importing or making a mode 7 script for Solarus imply a lot of code rewriting, one of which are map, camera, entities, and the list goes on
The solution is to make a DLL (if Lua accept to read a c++ library like RPG Maker does) and make all modif / call scripts from the DLL, so it is more like a module where players choose if they want or not to use Mode7

Quote from: MetalZelda on September 27, 2016, 01:05:28 PM
The only problem for me is the roof color of the house in the panoramic tile, maybe a little contrast tweak will solve this

I'm always trying to make this tileset the best it can be for everyone.  However I'm not sure what you mean by the roof colors needing a slight contrast tweak. :)  Any and all suggestions are welcomed and appreciated :3
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

Quote from: ffomega on September 27, 2016, 05:16:07 PM
Quote from: MetalZelda on September 27, 2016, 01:05:28 PM
The only problem for me is the roof color of the house in the panoramic tile, maybe a little contrast tweak will solve this

I'm always trying to make this tileset the best it can be for everyone.  However I'm not sure what you mean by the roof colors needing a slight contrast tweak. :)  Any and all suggestions are welcomed and appreciated :3

I agree with MetalZelda that it would be better to change the contrast. In my opinion, all the borders of the houses have too much contrast, as if they were close (in other words, the pitch black color of the houses is the problem); I think MetalZelda was refering to this. Since the houses are too far, their borders should be more "blurry"; maybe a grey border instead of a black one, or just remove the border like for the trees, or a third solution would be to use a border of the same color of the house but a slightly darker... I don't know. Just test a bit to check what looks better for the three houses. I would change all the pixels where you have that pitch black color in the houses (even for pixels that are not in the border).

Have in mind that I am not an expert on this, though. This is just my opinion.

PS: I have a similar issue with some of my sprites (some of them have borders with a black that is too much dark). I learned this thanks to Neovyse, and am still improving my pixel art.
"If you make people think they're thinking, they'll love you. But if you really make them think, they'll hate you."

September 27, 2016, 06:57:53 PM #12 Last Edit: September 27, 2016, 07:06:22 PM by MetalZelda
Quote from: ffomega on September 27, 2016, 05:16:07 PM
Quote from: MetalZelda on September 27, 2016, 01:05:28 PM
The only problem for me is the roof color of the house in the panoramic tile, maybe a little contrast tweak will solve this

I'm always trying to make this tileset the best it can be for everyone.  However I'm not sure what you mean by the roof colors needing a slight contrast tweak. :)  Any and all suggestions are welcomed and appreciated :3

They are a bit colorful compared to the panorama itself (white tinted), so it appear disproportionned, this is why I suggested a brightess / contrast tweak for the house's roofs :p

Something like this looks more correct, it looks like there is a foggy effect, I don't know how to call it


Okay I think I understand what you mean now.  I'll look into this.  I suppose I should consider doing the mountain and water tiles this way too
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

Here's a screencap of the updated panoramic houses.  Do you think this looks better?
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/