Tile Submission Thread

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levellass
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Post by levellass »

Ummm, isn't it impossible to mask an animated tile in Keen 1-3?
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CommanderSpleen
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Post by CommanderSpleen »

That's what I meant when I wrote:Though I don't think masking and animation go together.
lemm
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Post by lemm »

Gusher, top = slippery; all other walls = jump through.

Image
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a wallflower. I would set to blocking all around.

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shorter grass with optional mask tiles.
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Fleexy
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Post by Fleexy »

Here are some brambles, they're hazards:

Image

I'll draw some more tonight when I get home again.

EDIT:

I got home. :)

I really hope we're using bridges, 'cause a mod is a bit boring without bridges. (Though there are good mods without them.) Here's a switch and bridge:

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And some fence tiles, ends, gate, broken (pointy, should be dangerous):

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And finally a stone blockset with perspective:

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Enjoy!
levellass
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Post by levellass »

Bump.


We now have the ability to have different tilesets for each level. If we set aside say, a quarter of the tileset for animating tiles (Since animation properties can't be affected.) we can vastly increase the number of tiles we have available. We can combine various ones together (Backgrounds, etc.) and do some really cool stuff.

What do you think guys?
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Fleexy
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Post by Fleexy »

levellass wrote:Since animation properties can't be affected
WHAT?!?!

lemm better get to work....

It's still amazing though. Are we going to use my tiles?
lemm
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Post by lemm »

hehe

Animated point items.
2.5-D. Start off by taking what we have and extend it.

GALAXY caliber backgrounds. Seriously let's go nuts. We have the room.


But the very first thing:

I think we need to go back to the story thread, and map out all the types of levels, and make dead certain what the story is. Once that is done, then it's easier to make themed tilesets.


******
Side note about animation

Since you mentioned animation, I *think* I know how the program deals with it (see below).
Two possibilities if you were adamant about replacing tile animation.

1) Modify existing code to load tiles.
2) Write .TLA (Tile Animation) files (4 for every .TLI/.TLG pair) and load those over the existing code.


But yeah, unless we run out of room to put tiles (lol), levellass has the sane solution.


<details>
There seems to be an array [700][4] of short ints. So that's enough room for tile 0-610, in each of four animation frames. If you had a four-frame animation tile:

array[tileid][0] = tileid
array[tileid][1] = tileid + 1
array[tileid][2] = tileid + 2
array[tileid][3] = tileid + 3

and then

array[tileid + 1][0] = tileid +1
array[tileid + 1][1] = tileid + 2
array[tileid + 1][2] = tileid + 3
array[tileid + 1][3] = tileid

etc...

And the game cycles through four animation states (state = 0 to 3, repeat forever), and for each state the tile that is displayed to the screen is array[tilenum][state]
</details>
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Tulip
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Post by Tulip »

Fleexy wrote: Are we going to use my tiles?
I like 'em and we have so much room now, I don't see why not.
But seriously, there's now way we should make the broken fence dangerous, it does not look dangerous in any way, and players will certainly think "What the ... killed me there?!"
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Fleexy
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Post by Fleexy »

It's sharp...?
levellass
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Post by levellass »

In Dangerous Dace 3 and 4 METAL fences are dangerous (You get impaled on the sharp, spear-like tops) but not wooden ones, it just looks so safe. Maybe if you had some spiky plants or rusted metal... something that looks like you don't want to touch it.
lemm
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Post by lemm »

Alright just an update on the tile situation.

Animation can now be changed, and it's even better than the original! You can make four frame loops from any four tiles (that includes repeating tiles). Unfortunately, I don't think masked animation will work.

I think hazards should always have a "die" or "danger" sign next to them the first time the player sees them.
levellass
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Post by levellass »

Masked animation doesn't work, the mask used for the first tile is used for all of them, just like tile properties.
lemm
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Mineshaft

Post by lemm »

Image

Pipes... for a mineshaft?
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CommanderSpleen
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Post by CommanderSpleen »

All these tiles you've submitted are just marvellous, lemm. I think these pipes are best to be saved for episode two though. They'd fit in with the underground theme a lot better.
levellass
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Post by levellass »

Hmmmmn... could we rust or slime them up a bit? Like they've been neglected?
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