Platformer tileset in search of a game dev:


Binky

Death's Steed
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This is made up of original 64x64 tiles (apart from the gradient background)
I can't currently do any more than dump a load of xcf files on anyone who wants them at the moment, but I should be able to work on these later in the summer.
 
Demo image best viewed on your pandora with something that doesn't insist on scrollbars in fullscreen mode :)
 
View attachment 6266
 
Licence is negotiable, but probably something along the lines of CC BY-NC-SA 3.0
 
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I drew a bunch of 64x64 tiles which could be used as the graphics for a game - perhaps a platformer of sorts

The image above is a demo (showing the combined effect of the tiles), since there are still some tiles missing that I haven''t got round to drawing.

If someone wanted to write a game set in a sort of rural/mountainous kindathing, then these tiles would be useful.

This thread is to gauge weather I should bother drawing more stuff, and if so, what?

This shows (actually, the grid lines are slightly higher than this) the way that it is composed of square images- which can be easily rearranged.

sketch4-tiles-------tex-psizegridded.png

If someone wants to use or look at the tiles (currently a huge .xcf file), either ask in this thread or PM me.
 
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looks good Binky, can I see the large xcf file?
 
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Looks good, atm I don't have a project, where I would need such an environment, but nevertheless good work. :)
 
@ dredd:

First unpack the zip archive, then open the .xcf.bz2 file with gimp directly (the layers of compression are mostly unnecessary, but I like compressed xcfs and these boards don't like bz2)

Special prize if you can understand the layer naming scheme :)

neatdemo.xcf.bz2.zip
 

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Naming scheme:

8 bits, indicating which sides of the tile are "open" (0), i.e. air, and which ones are "closed" (1), i.e. wall. The first 4 bits describe the top half of the tile, the second 4 bits describe the bottom half, in the order left-side top half, top-side left half, top-side right half, right-side top half, then a dash, then left-side bottom half, bottom-side left half, bottom-side right half, right-side bottom half.

To arrange adjacent tiles correctly you have to make sure that all touching parts have the same bit.
 
not quite ;)

The edge of the collision area never passes throuugh the corners of a tile.
 
Ah, right. The bits don't describe the edges, they describe the areas, where the tile is split in this way:

binky.png
 
Binky do you have some ideas for what the game that uses these tiles could be about?  Like plot / gameplay / ...?
 
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Some kind of semi-fantasy exploration game?

Something bad has happened to this world. Everything seems abandoned, ruined, and there seems nobody else left alive. You must discover who or what is responsible. All you have is a bag and a rope.

On your travels you may find:

  • food to heal wounds (or gain health points - whatever)
  • keys to unlock gates
  • secret passages
  • traps and conundrums - (e.g fallen tree + odd-shaped stone + rope = bridge)
  • messages - these reveal parts of the plot, give tips, cryptic/spooky messages
  • Objects that have no obvious use until you need them (why is there a funny shaped stone?)
  • Perhaps one or two other people or animals
Eventually, you find the bad thing (whatever that may be) and use the experience and equipment you've gathered to destroy it.

Animated cutscene of something subtly dramatic happening - credits roll

Slightly more technically:

  • Platformer physics & character sprite
  • Collectable objects affected by game physics
  • Inventory to carry things
  • Highly non-linear level structure
  • no bad guys, so no AI

-

Since I have limited coding skills and am not a frequent game-player, this is a splurge more than a plan.

Anyone who has any better ideas (or the ability to fulfill them) is welcome.
 
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I got round to separating the tiles from the xcf

(several haven't been drawn yet)

0011-0000.png

0011-0011.png

0001-0000.png

0000-1111-u.png

1111-0000-alt.png

0111-1111-u.png

0000-0011-u.png

1111-0111.png

1111-0011.png

1111-0000-roofcrystals1-right.png

1111-0000-roofcrystals1-left.png

1110-1111-s.png

0000-1000-s.png

0000-1111-shroom.png

0000-1111-ruins1-left.png

0000-1111-ruins1-right.png

0000-1111-paving-trans-rock.png

0000-1111.png

0000-1000.png

1110-1111.png

0000-1111-paving.png

0000-1110-bridge-left.png

0000-1110-bridge-right.png

1100-1111.png

0111-1111-rockbase.png

0000-1111-tree.png

0000-1100.png

1000-0000.png

1111-1110.png

1100-0000.png

1111-0000.png

1111-1100.png

1110-1111-u.png

0000-1100-walltop.png

1100-1111-wallbase.png

0000-1111-oblisk.png

0111-1111-s.png

0000-0001-s.png

0000-0000.png

1111-1111.png

tileset1.zip
 

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You should generally stick to one tilesize.


Also try to make them more universal by for example doing a stair that is completely diagonal through the center of a tile.


No big criticism only some advice :)
 
You should generally stick to one tilesize.
They are all 64x64 except the tree


Should I cut the tree up?

Also try to make them more universal by for example doing a stair that is completely diagonal through the center of a tile.
Everything I've done so far is based on the principal that the edge of the collision area goes through the middle of the tile edges - this avoids the need to compose one logical edge out of two tiles.


---


I'm missing:


rocky:


0000-0001 - done


0000-1000 - done


1100-1111 - done


0011-1111 - done


1100-1100 - done


0000-1100- done


Grassy:


0000-0001 - done


0000-0011 - done


0011-1111 - done


wall:


0011-1111


0000-0011


1100-1100


0011-0011
 
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s'more:

@Dredd: Is there any way I could use rescue as a testbed for these?

I need a platformer that doesn't assume that the collision area of each tile is square.

0011-1111-u.png

0011-1111.png

0000-0011.png

0000-0001-u.png

0000-1111-alt.png

1100-1100.png
 

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@Dredd: Is there any way I could use rescue as a testbed for these?

I need a platformer that doesn't assume that the collision area of each tile is square.
Yes, let's try it.

It only does 32x32 tiles at the moment because using 32-bit words for the collision code.  I can fix that to work with larger tiles, or scale the tiles down to 32x32 for the collision bitmaps, that would be okay too.

I like your skquwellington!
 
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Some kind of semi-fantasy exploration game?

Something bad has happened to this world. Everything seems abandoned, ruined, and there seems nobody else left alive. You must discover who or what is responsible. All you have is a bag and a rope.
reminds me of Knytt Stories / Nifflas' Games - which is a good thing!
 
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