Tile Submission Thread

The Commander Keen Community Mod!
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doomjedi
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Post by doomjedi »

Improved the art a bit.

Those can be a good art/style base for Archeo, Lake, Canyon, Swamp, Lick Castle...
Also added Slug Village and Lick Castle:

Image
Last edited by doomjedi on Wed Feb 03, 2010 4:14 pm, edited 2 times in total.
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Deltamatic
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Post by Deltamatic »

The slug village is far away from the sunset forest, so its trees can be green.
The Lick castle is divided into two levels, like so:

###
#C#
#D#

# - map tile, moat
D - drawbridge level
C - castle level
lemm
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Post by lemm »

Update:

Masked animations are looking very likely (only a 6-byte patch!), but I still have to test it.

EDIT:

I tested it, works!

http://www.mediafire.com/?wme2jzm2bmw
Last edited by lemm on Mon Feb 08, 2010 12:59 am, edited 1 time in total.
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Tulip
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Post by Tulip »

I can see that you used an orange or light brown colour for the earth holes on the right. This colour is not part of the standard keen palette.
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doomjedi
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Post by doomjedi »

Sorry...my mistake...I'll fix the spritesets.

I wonder how I missed that before....and everyone else here
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doomjedi
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Post by doomjedi »

Fixed the spritesheet
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doomjedi
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Post by doomjedi »

Map objects updated to a new palette:

Image
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doomjedi
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Post by doomjedi »

Started working on some Arch-Site and DeadLand ideas...

Image
lemm
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Post by lemm »

woohoo more tiles!
Dr. Kylstein
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Post by Dr. Kylstein »

Aren't we going with an angled view though?
lemm
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Post by lemm »

The way it is now, the world map will be sort of an isometric perspective.

However, the levels will be in between vorticons and galaxy in terms of dimensional-ness. There are no tiles that run down the sides of platforms to give depth, but there is depth directly behind the platforms...
levellass
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Post by levellass »

I'm fond of that perspective, it's one of two basic perspectives in my tile tutorial. It's simpler, but almost as good as isometric and a lot less tile-intensive.
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