Tileset Respositorium

Mapping related threads and questions go in here!
User avatar
Sunset_Moth
Posts: 781
Joined: 02 Sep 2012, 23:22
Contact:

Post » 26 Jul 2014, 17:14

Hans1998 wrote:
Danny wrote:he is new on forums, excuse him
He is just saying him that he shouldn't do double post, he is already excusing him, it's not like he reported his post.
There is the need of saying it to the new users, and that doesn't mean we're not excusing them for double posting once, i hope he won't do it again.
craftershaft wrote:I used the edit button!
Well, mistakes can happen, next time be sure you're using the EDIT option, if you accidently make a double post again, you can delete it as long as is the last post on a thread.
as I think I said elsewhere, I've edited and accidentally somehow gotten it to be a new post, despite using the edit button.

User avatar
Snowburger
Posts: 82
Joined: 23 Jun 2014, 21:21

Post » 04 Aug 2014, 20:17

Sorry for the (possible) bump,but how do I create tilesets?

User avatar
Mont314
Posts: 4
Joined: 02 May 2014, 01:23

Post » 04 Aug 2014, 20:39

Use this guide, if you are using SE Beta.
http://guegan.de/mari0doc/custom_tiles.php
Otherwise, use only collision, invisible, breakable, coinblock, coin, and not portalable.
Do not use MS Paint, since it does not support transparency.
Also, name your tileset "tiles.png".

User avatar
RadDevVan
Posts: 3
Joined: 06 Aug 2014, 05:53

Post » 07 Aug 2014, 23:06

Turtley3 wrote:Latest version of my Minecraft tileset. Image
Looks like someone added Aether, Maybe someone should use it for something, not me i'm busy with my own Project

User avatar
Mont314
Posts: 4
Joined: 02 May 2014, 01:23

Post » 07 Aug 2014, 23:10

Could you next time use spoilers
like this?
You will save a lot of space.

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 09 Aug 2014, 19:50

Alright, this is hopefully the very last time I will post stuff related to Extra Mario Bros.' tiles.
Image
Yes I do realize that the tileset is greater than 22 tiles wide.

User avatar
Wary
Posts: 598
Joined: 03 Jun 2012, 14:30

Post » 11 Aug 2014, 00:15

Unfinished tileset for Super Mario Bros Sharp (upcoming mappack prototype)

Image

Darker tiles appear lighter in game.

edit: apparently, the game cannot even detect the dark green tiles due to their darkness
I wonder if that's a bug.
Image

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 11 Aug 2014, 00:48

WaryLouka wrote:edit: apparently, the game cannot even detect the dark green tiles due to their darkness
I wonder if that's a bug.
I doesn't have to do with the darkness.
You need to increase the height by 1 because the image height and width have to be a multiple of 17.

User avatar
Wary
Posts: 598
Joined: 03 Jun 2012, 14:30

Post » 11 Aug 2014, 01:12

alesan99 wrote:
WaryLouka wrote:edit: apparently, the game cannot even detect the dark green tiles due to their darkness
I wonder if that's a bug.
I doesn't have to do with the darkness.
You need to increase the height by 1 because the image height and width have to be a multiple of 17.
Ok, thanks. It's fixed.

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 17 Aug 2014, 06:53

Princess Rescue tileset, based on the home-brew Atari 2600 game.
Image

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 17 Aug 2014, 20:37

I find the concept of a Atari 2600 tileset funny
but good job either way

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 18 Aug 2014, 04:57

Lel, thanks.

It's mostly for anyone who desires to re-create Princess Rescue or make a mappack in it's style, using only one type of block for each row.

User avatar
CorruptMarshstomp
Posts: 4
Joined: 22 Mar 2014, 00:15

Post » 23 Aug 2014, 18:24

Damn it's been a while since I have played this game, anyways here is an update to my old ass tileset
Image

User avatar
Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
Contact:

Post » 28 Aug 2014, 14:49

I was going to release a huge update to my tileset, but I forgot to put it on the hard drive and lost the whole damn thing, and by extension, the editor I use to make them. I have the files, I just don't have the launcher.

User avatar
Wary
Posts: 598
Joined: 03 Jun 2012, 14:30

Post » 28 Aug 2014, 19:18

Villager103 wrote:editor I use to make them. I have the files, I just don't have the launcher.
Digging around in the files with Resource Hacker (DLL Files) might reveal the name of the program.
You can also just check the files' proprieties and check who made the files and all that.

User avatar
Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
Contact:

Post » 29 Aug 2014, 00:37

WaryLouka wrote:
Villager103 wrote:editor I use to make them. I have the files, I just don't have the launcher.
Digging around in the files with Resource Hacker (DLL Files) might reveal the name of the program.
You can also just check the files' proprieties and check who made the files and all that.
I know who made it, I just don't have the launcher to launch the program.

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 29 Aug 2014, 02:58

can you not redownload it? whats the problem? were you pirating photoshop or something?

User avatar
Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
Contact:

Post » 29 Aug 2014, 08:26

MM102 wrote:can you not redownload it? whats the problem? were you pirating photoshop or something?
Yeah. I had it pirated. It was just sitting on my USB since 2008. So I decided to MOVE it. Oh did I so regret that.

User avatar
Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

Post » 29 Aug 2014, 20:10

Then just use GiMP. It's like free photoshop. It can open photoshop files.
http://www.gimp.org/

User avatar
surface-2-air missle
Posts: 26
Joined: 16 Jun 2014, 03:12

Post » 01 Sep 2014, 01:42

Image

My tileset, now nice and tidy!

User avatar
HowToEatGirafes
Posts: 516
Joined: 05 Feb 2014, 23:18
Contact:

Post » 01 Sep 2014, 22:44

surface-2-air missle wrote:ImageMy tileset, now nice and tidy!
Can i use it in a little mappack ?

User avatar
surface-2-air missle
Posts: 26
Joined: 16 Jun 2014, 03:12

Post » 02 Sep 2014, 02:36

HowToEatGirafes wrote:
surface-2-air missle wrote:ImageMy tileset, now nice and tidy!
Can i use it in a little mappack ?
sure! just make sure to give credit to me.

User avatar
Sunset_Moth
Posts: 781
Joined: 02 Sep 2012, 23:22
Contact:

Post » 18 Oct 2014, 23:45

Now taking tileset requests, PM me.

User avatar
OrbitalBlueprint
Posts: 528
Joined: 08 Sep 2013, 20:11
Contact:

Post » 19 Oct 2014, 10:28

surface-2-air missle wrote:Image

My tileset, now nice and tidy!
I love that dark brick. Also, I like the 1.8 blocks! (Prismarine, Andesite, Diorite, Granite...)

User avatar
OrbitalBlueprint
Posts: 528
Joined: 08 Sep 2013, 20:11
Contact:

Post » 19 Oct 2014, 10:31

Image

Tileset I'm working on. I'm trying to fit the BTS textures in the bottom left in with the other textures.

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 10 Nov 2014, 18:46

Tileset from Rohrleitung Gate.
Image

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 23 Nov 2014, 23:09

Within the following spoiler is every SMB tile in every color palette, including enemy palettes, ?-Block palettes, and Mari0's custom orange palette. It also has almost 0 repeated tiles, including tiles from the SMB tileset.
Omnipalette is complete:
Image
Still over 512*512 by ~245 pixels, this is the most compressed it can get. We're done here, folks.

Some alternate versions:
Uncompressed (organized like previous versions)
No ?-Block Palettes (may include some repeats of smb tileset)
No ? or Enemy Palettes (possibly under 512*512; needs reorganizing)

And finally, I also have this image with only the ?-Block palettes just incase someone wants to make animated tiles out of them. I probably will do it at some point, but here they are if you want them.

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 24 Nov 2014, 05:02

Good god You have spare time. I would share tiles, but I haven't been making any lately.

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 24 Nov 2014, 17:31

TurretBot wrote:Within the following spoiler is every SMB tile in every color palette, including enemy palettes, ?-Block palettes, and Mari0's custom orange palette. It also has almost 0 repeated tiles, including tiles from the SMB tileset.
Omnipalette is complete:
Image
Still over 512*512 by ~245 pixels, this is the most compressed it can get. We're done here, folks.

Some alternate versions:
Uncompressed (organized like previous versions)
No ?-Block Palettes (may include some repeats of smb tileset)
No ? or Enemy Palettes (possibly under 512*512; needs reorganizing)

And finally, I also have this image with only the ?-Block palettes just incase someone wants to make animated tiles out of them. I probably will do it at some point, but here they are if you want them.
you forgot the ? blocks and the mushrooms

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 24 Nov 2014, 17:36

If you want mushrooms, make it yourself and you can't use them unless you edit them in the source.

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 24 Nov 2014, 21:57

?-Blocks are left out on purpose because they're animated tiles, and there's no real way to make a custom ?-Block currently that isn't global, making the "lots of palettes" thing redundant since you can only have 4.

It is mostly completed, so don't expect me to be adding anything. Especially now, since it's so close to 512*512. At this point, updating it would require going through the tileset myself and deleting the SMB tileset repeats that slipped in. (Or Automatik could make a better duplicates remover, but I'm not going out of my way to request this from him.)

User avatar
surface-2-air missle
Posts: 26
Joined: 16 Jun 2014, 03:12

Post » 03 Dec 2014, 04:29

Image
yes

User avatar
HowToEatGirafes
Posts: 516
Joined: 05 Feb 2014, 23:18
Contact:

Post » 03 Dec 2014, 16:06

I love your tilesets !

User avatar
BarbarianKabbage
Posts: 63
Joined: 14 Dec 2014, 19:01

Post » 17 Dec 2014, 04:07

OrbitalBlueprint wrote:Here's some kind of 3D tileset I've made:
Image

Here's an image of it in action:
Image

I've made a short, one level mappack to demonstrate it:
Image Image
Some kind of 3D Tileset? Nope, it resembles Portal: The Flash Version, quite a popular game, too.

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 17 Dec 2014, 05:31

I believe someone already mentioned back when the tileset was released.
In fact, I think the tileset was based off that (iirc)

Also, welcome to the forums. Enjoys your stab stay*

User avatar
BarbarianKabbage
Posts: 63
Joined: 14 Dec 2014, 19:01

Post » 18 Dec 2014, 03:29

Image

This is the beginning of my tileset for my new mappack, The Prime Factorization, a factory - themed mappack!

Kabbage seal of approval!


Use it for your own purposes, I don't care.

User avatar
Mari0_Player
Posts: 224
Joined: 23 Sep 2013, 00:48

Post » 18 Dec 2014, 04:43

BarbarianKabbage wrote:Image

This is the beginning of my tileset for my new mappack, The Prime Factorization, a factory - themed mappack!

Kabbage seal of approval!


Use it for your own purposes, I don't care.
Blank tiles are EVERYWHERE and the edge grass tiles don't really convey the fact that they're edge tiles.
Plus all the green hurts my eyes.

Wilo
Posts: 944
Joined: 14 Feb 2013, 06:36

Post » 18 Dec 2014, 05:41

guys you don't need to quote the entire post that came right before you
as for the green, the earlier templates were all like that down to the color
I don't see your problem

User avatar
Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

Post » 18 Dec 2014, 13:48

The thing is, it's a lot of blank space for 14 tiles. It's bothersome to load and to use and since you already have it open in an image editor you could easily crop it and make it the right size.
I know that it's basically minor but it means extra work for people using a tileset because they don't feel comfortable using graphic editing programs.
Ease of use is the base reason for the Respositorium and this goes against that.
I like the stone work though Kabbage. Looking good.

User avatar
BarbarianKabbage
Posts: 63
Joined: 14 Dec 2014, 19:01

Post » 20 Dec 2014, 03:22

BarbarianKabbage wrote:Image

This is the beginning of my tileset for my new mappack, The Prime Factorization, a factory - themed mappack!

Kabbage seal of approval!


Use it for your own purposes, I don't care.


I'll try to change the color, but I use paint.net and there isn't any other editor I can find. Although, there is an editor in the YouTube video and I'm wondering if anybody can figure out which editor it is. Now yes I realize, this is an SMBX (Great game by the creators of Terraria) player and not a mari0 player.

[youtube]https://www.youtube.com/watch?v=G5Ysst5PERU[/youtube]

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 21 Dec 2014, 10:51

Paint.net is actually very versatile. Why you would need a different image editor to change a simple color is beyond me.

User avatar
Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
Contact:

Post » 09 Jan 2015, 20:29

BOOM! I'm back again! With a new tileset!
Image
It's an incomplete cartoon tileset. Don't mind the brown and green tiles, they are left over because I used another one of my unreleased tilesets as a template. All of it is original and made by me.

User avatar
Mari0_Player
Posts: 224
Joined: 23 Sep 2013, 00:48

Post » 09 Jan 2015, 20:59

Villager103 wrote:BOOM! I'm back again! With a new tileset!
Image
It's an incomplete cartoon tileset. Don't mind the brown and green tiles, they are left over because I used another one of my unreleased tilesets as a template. All of it is original and made by me.
Image
That's really what it looks like when it's put together.

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 09 Jan 2015, 21:23

Villager103 wrote:BOOM! I'm back again! With a new tileset!
Image
It's an incomplete cartoon tileset. Don't mind the brown and green tiles, they are left over because I used another one of my unreleased tilesets as a template. All of it is original and made by me.
Yay! Welcome back Villager! ^-^ Nice tileset, too. I love how original it is. But you might wanna fix the error Mari0_Player pointed out.

User avatar
Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
Contact:

Post » 10 Jan 2015, 21:12

Mari0_Player wrote:
Villager103 wrote:BOOM! I'm back again! With a new tileset!
Image
It's an incomplete cartoon tileset. Don't mind the brown and green tiles, they are left over because I used another one of my unreleased tilesets as a template. All of it is original and made by me.
Image
That's really what it looks like when it's put together.
Okay, just a minor graphical glitch. I'll get to fixing it.

User avatar
Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
Contact:

Post » 11 Jan 2015, 01:09

Cartoon tileset 1.1! (double post ftw)
Image
Added:
Bottom line for wood tiles
Hills(they come in 2 flavors: snowy, and normal)
Bricks
Concrete blocks
Mushrooms
Coral
Water blocks
Snowy dirt
Changes:
Fixed the graphical glitch with the wood.

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

Post » 12 Jan 2015, 22:07

Villager103 wrote:Cartoon tileset 1.1! (double post ftw)
Image
Added:
Bottom line for wood tiles
Hills(they come in 2 flavors: snowy, and normal)
Bricks
Concrete blocks
Mushrooms
Coral
Water blocks
Snowy dirt
Changes:
Fixed the graphical glitch with the wood.
If I were to make a suggestion, your grass tiles should get a little bit of editing.
Nature isn't symmetrical. (for example, tree trunks aren't straight at 45* angles, they branch off randomly)

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 12 Jan 2015, 22:27

symmetrical grass could work if that's how it was stylized although its probably not.
Certain things are shaded and some aren't
try to avoid pillow shading if possible, and try to keep all your tiles follow one light source.
color choice could be better. Everything is really saturated try dialing it back a bit. Don't be afraid to add more contrast. Try adding a bit of red to the browns and dial back the saturation.
Make sure tile-able textures tile properly mushrooms look odd.
try to draw inspiration for them from others work and see how they do things and keep working

User avatar
Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
Contact:

Post » 13 Jan 2015, 01:21

MM102 wrote:symmetrical grass could work if that's how it was stylized although its probably not.
Certain things are shaded and some aren't
try to avoid pillow shading if possible, and try to keep all your tiles follow one light source.
color choice could be better. Everything is really saturated try dialing it back a bit. Don't be afraid to add more contrast. Try adding a bit of red to the browns and dial back the saturation.
Make sure tile-able textures tile properly mushrooms look odd.
try to draw inspiration for them from others work and see how they do things and keep working
It's meant to have that style. It is supposed to be bright and colorful like an 80's cartoon. As for the crappy tileable tiles, I'll fix them.

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 13 Jan 2015, 01:45

just because its stylized doesn't mean its not boring looking.
Also 80's cartoons weren't all that bright and colorful and just lowering the saturation a little can do a world of good.
Theres a different between
Image
and
Image
And theres still the issue of pillow shading, non-shaded things, proper light-sources, contrast, and the mushroom blocks

Post Reply