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Relic

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  1. It'd be very convenient if you guys could add in some support so that you can switch between 16x16 tiles and 32x32 tiles. Obviously not in one map, but maybe just on your server in general, or maybe even between maps? Personally I'm much more comfortable mapping with 16x16 where I can add a lot more detail and have more options for how certain things tile and curve and such. If not, I can always figure out how to edit the code to support 16x16, but it would be a nice touch, for people who like that extra detail.
  2. It may help if you gave more details and told us exactly what you're going for. As far as we know, you're just looking for a realistic sprite and not something different or special which seems to be the case. As for the two sprites, the 2nd looks better. More in proportion. Edit: on a second glance, arms are too skinny in my opinion, but you may have meant that.
  3. Editted the first post: new grass tile + shown tiled and my attempt at a dirt tile + shown tiled. The dirt tile is somewhat griddy when tiled beyond 2x2, but it will be fine for its purposes, considering there will be other details and it won't be often there will be 3x3 boxes of dirt lying around a level.
  4. I can kinda see what you're saying now. Are you talking about where the top edgeo f the smaller cliff meets the bottom edge of that large cliff?
  5. @[ð: > slym¸ link=topic=46051.msg467930#msg467930 date=1244567712] > Very good, although it may be a bit eye straining. Try to use less of a range of colors, lower the contrast. I used 4 shades for this tile. So do you mean lowering the number of shades to 3 or just making them closer together in contrast?
  6. I may give Ambard's tilesets a go sometime in the next few days. They seem really unique and I'd like to see how they are for actual mapping.
  7. @Admiral: > See attached image, for the tiled version. > > It does tile pretty well, in my opinion. Ah thanks for that. And I've attempted tiles before and the grass tile always turned out very griddy. I went for a different style this time and it seemed to turn out fine. :) I'll post some other tiles that I make as I make them.
  8. Some of you may already know me from my thread in the Mapping section. I've made a small grass tile. I am by no means good at pixel art, however I'm looking to improve so any critiques you can give me are appreiciated. UPDATE: made the darkest shade match the next lightest shade, and then made that one slightly lighter. I think it looks better. ![](http://img188.imageshack.us/img188/695/grassi.png) Tiled: ![](http://img188.imageshack.us/img188/695/grassi.png)![](http://img188.imageshack.us/img188/695/grassi.png)![](http://img188.imageshack.us/img188/695/grassi.png) ![](http://img188.imageshack.us/img188/695/grassi.png)![](http://img188.imageshack.us/img188/695/grassi.png)![](http://img188.imageshack.us/img188/695/grassi.png) ![](http://img188.imageshack.us/img188/695/grassi.png)![](http://img188.imageshack.us/img188/695/grassi.png)![](http://img188.imageshack.us/img188/695/grassi.png) Old: ![](http://img155.imageshack.us/img155/6638/grassg.png) NEW: my attempt at a dirt tile. Slightly griddy when tiled beyond 2x2, but I believe it will be fine when used in an actual map scenario. ![](http://img32.imageshack.us/img32/9332/dirtr.png) Tiled: ![](http://img32.imageshack.us/img32/9332/dirtr.png)![](http://img32.imageshack.us/img32/9332/dirtr.png)![](http://img32.imageshack.us/img32/9332/dirtr.png) ![](http://img32.imageshack.us/img32/9332/dirtr.png)![](http://img32.imageshack.us/img32/9332/dirtr.png)![](http://img32.imageshack.us/img32/9332/dirtr.png) ![](http://img32.imageshack.us/img32/9332/dirtr.png)![](http://img32.imageshack.us/img32/9332/dirtr.png)![](http://img32.imageshack.us/img32/9332/dirtr.png) Appreiciate some C&C, thanks. :cheesy:
  9. @Bayes: > Very nice, your a good mapper. > With a better quality of tiles you could make some amazing maps. > > Really good for a first map. Thanks, I'm planning on giving a custom tileset a go, next map. @[6310: > Harris] > Really good 7/10, Some of the sand has missing bits and the tree thats behind the tree is missing the trunk. The trunk is there, It's just covered by the bottom right part of the tree in front. Also, I'm missing a lot of tiles, but that's because of restrictions in the default tileset, in which inside corners are all one tile instead of four seperate ones like they should be. Thanks for the comments guys.
  10. @Bob: > The cliffs I mean. > You have the tops at the same level next to each other but the bottoms are different, and it just look weird. I've looked over the cliffs several times and I honestly can't see what you're talking about. I'm sure you've got a good point I just can't wrap my head around it. :embarrassed: Any other way you can explain it?
  11. @Bob: > Keep trying, for a first map this is good, but there are some depth problems, and some odd placings for smaller tiles, but it's excellent for a first try. > With some practice and dedication, you could be great. Could you please point out where the depth problems are? If you're referring to the trees at the bottom of the map, I know that is a problem, it didn't turn out quite as expected.
  12. @Yorty: Thanks I'll try to check out some landscapes and such before my next map, for now I'm just going to stick with what I have unless there's some major flaw in the tiling or anything like that. @Ambard: I've already seen some screenshots and posts about your game and browsed the website a little. Thanks for the offer - after Tuesday of next week would probably be best for me to come check it out because I have exams, so I'll be talking to you.
  13. Thanks for the ratings guys. Few comments, the green stuff at the bottom is trees, it didn't work out quite how it does in Final Fantasy and the likes who uses that style of tree very well :sad: @Yorty: I left out the detailing in the upper levels on purpose. I tend to do that when doing a showcase level and usually intend just to showcase what is at the base and on the middle levels of the cliffs, however I'll whip up some detailing for the upper levels tomorrow if you'd like. One question though, what is unrealistic and what looks out of place so I can switch that up a little. Thanks.
  14. Hello, I am Relic. I found out about Eclipse today and decided to download it and give the map editor a go, so I created a small outside level for you all to C&C. But first, a little history. I've been developing (doing everything, mapping, coding, animating and a small amount of pixel art) on a game called Graal Online for several years. This game has multiple servers each with different goals (one is an RPG, one has guns and you can join a gang and such, and so on.) I've held various development positions, a management position here and there and played for years before I began developing. I decided to see what else was out there for developing online games. Now onto the map. It's a very basic outside map, I used Eclipse's default tilesets to create this just to see the capabilities, restrictions, etc of the map editor. I'm very pleased with the map editor, it has many capabilities that I've been pushing to help implemented on Graal. I was restricted a little by lack of tiles and such which accounts for a lot of the tile errors and some of the lack of/bad detailing. But enough talking, without further delay here it is: ![](http://img44.imageshack.us/img44/3500/outside1.png) C&C appreiciated. Thanks!
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