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Mah Grass Tile

Posted: Fri Dec 25, 2009 11:49 am
by davidthefat
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All 64x64 tiles

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and my beldum, took an hour or 2 to make, IMHO the front and backside is messed up

Re: Mah Grass Tile

Posted: Fri Dec 25, 2009 9:00 pm
by dandymcgee
The grass doesn't tile well vertically, but it's nice! Beldum is cool. :)

Re: Mah Grass Tile

Posted: Sat Dec 26, 2009 1:51 pm
by davidthefat
How should I handle landscapes like Trees and Rocks? Draw directly onto the tiles or make a different tile set just for objects like trees and stuff and just have a separate file that stores their location. If I do separate file, then I would be loading lots of blank spaces, and wont that use more memory then one directly drawn onto the tiles? It would use less ram, but it would use more HD memory. Gah this is frustrating :x

Re: Mah Grass Tile

Posted: Sat Dec 26, 2009 6:08 pm
by dandymcgee
davidthefat wrote:How should I handle landscapes like Trees and Rocks? Draw directly onto the tiles or make a different tile set just for objects like trees and stuff and just have a separate file that stores their location. If I do separate file, then I would be loading lots of blank spaces, and wont that use more memory then one directly drawn onto the tiles? It would use less ram, but it would use more HD memory. Gah this is frustrating :x
You'd actually be using much less space. Think about it. If you store the tree separately you can draw it on top of ANY terrain tile, whereas if you don't you would have to have two copies of every type of terrain tile, one with the tree and one without. If you have more objects than just a tree the number of tiles you need to draw grows exponentially. Storing the tree in it's own tile (probably with a transparency color since most trees aren't perfectly rectangular) allows you to render it wherever you want without having to draw a new tile.

As for loading blank spaces I'm not sure what you mean.. you wouldn't load anything at all if the map said that square was blank.

Re: Mah Grass Tile

Posted: Sat Dec 26, 2009 9:44 pm
by davidthefat
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Looks fine to me, just a bit of lines formed

Re: Mah Grass Tile

Posted: Mon Dec 28, 2009 11:54 am
by dandymcgee
Not bad for a first try. :)

Re: Mah Grass Tile

Posted: Mon Dec 28, 2009 5:35 pm
by short
dandymcgee wrote:Not bad for a first try. :)
I concur, nice job. Don't give up :mrgreen:

Re: Mah Grass Tile

Posted: Mon Dec 28, 2009 10:20 pm
by davidthefat
Ok I made the 3d Model of beldum based on my sprites... Hard work... My first 3d model too :D It was a pretty big step forward for me... Only took like 3 hours...
I used blender to render this, and I exported it to 3ds
I think I will fix up the head/eye to have irregularities


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Re: Mah Grass Tile

Posted: Mon Dec 28, 2009 11:08 pm
by dandymcgee
Haha, sweet!

Re: Mah Grass Tile

Posted: Wed Dec 30, 2009 11:53 am
by davidthefat
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Lunatone, IDK Just doesnt LOOK right....

Re: Mah Grass Tile

Posted: Wed Dec 30, 2009 12:37 pm
by dandymcgee
davidthefat wrote:Lunatone, IDK Just doesnt LOOK right....
Needs color. :P

Re: Mah Grass Tile

Posted: Sun Jan 03, 2010 8:59 pm
by Lord Pingas
dandymcgee wrote:
davidthefat wrote:Lunatone, IDK Just doesnt LOOK right....
Needs color. :P
Needs more polygons. ;)

Re: Mah Grass Tile

Posted: Tue Jan 05, 2010 1:06 pm
by Bakkon
Needs to be thicker and the eye indented inwards. Lunatone is a fat bastard.

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Re: Mah Grass Tile

Posted: Tue Jan 05, 2010 2:30 pm
by short
who the hell is lunatone?

Re: Mah Grass Tile

Posted: Tue Jan 05, 2010 2:35 pm
by Lord Pingas
short wrote:who the hell is lunatone?
It's a pokeyman! :mrgreen:
GET YOUR POKEYMANS RIGHT! :evil: