Tileset Respositorium

Mapping related threads and questions go in here!
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Superjustinbros
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Post » 15 Jan 2014, 21:33

I got encouraged by shotgiy to redo a few aspects of my Syobon Action/Cat Mario tileset:Image
Now with blocks disguised as coins as a bonus.

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Superjustinbros
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Post » 19 Jan 2014, 01:57

Warpman, a Namco game no one really cared about.
Image
One thing I do have to bring up about this tileset is if you play with it right you can add in a bit of depth to the blue tiled blocks. It can't be done if you stick two of the blue tiles as close as possible without connecting them, but it works with every other scenario.
Image
It also includes a few bonus SMB1 tiles in Warpman's colors.

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MissingWorld
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Post » 19 Jan 2014, 18:23

Superjustinbros wrote:It can't be done if you stick two of the blue tiles as close as possible without connecting them
You do have enough space to add such tiles, though. More than enough, really since it'd only be two extra tiles.

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maidenTREE
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Post » 19 Jan 2014, 18:53

A modify of Superjustinbros' Syobon Action tileset, with the angry cloud and the weird japan tiles. Credit to SJB
Image
Last edited by maidenTREE on 19 Jan 2014, 21:56, edited 1 time in total.

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Superjustinbros
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Post » 19 Jan 2014, 20:50

MissingWorld wrote:
Superjustinbros wrote:It can't be done if you stick two of the blue tiles as close as possible without connecting them
You do have enough space to add such tiles, though. More than enough, really since it'd only be two extra tiles.
It'd actually be 30+ or so tiles. Remember how the rivers and land edges in SMB3 worked, and how many 16x16 tiles existed?
Turtley3 wrote:A modify of Superjustinbros' Syobon Action tileset, with the angry cloud and the weird japan tiles.
Those "Japan" tiles were probably made in the first place since wherever Syobon Action's original developer copied the tiles from, it hid the bottom half of the ground tiles, possibly confusing the developer into thinking the bottom row of tiles had a different ground tile than the top row.

He's a rough estimate of how SA's original designer saw the bottom row of ground tiles.
Image

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maidenTREE
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Post » 19 Jan 2014, 21:50

Superjustinbros wrote:
MissingWorld wrote:
Superjustinbros wrote:It can't be done if you stick two of the blue tiles as close as possible without connecting them
You do have enough space to add such tiles, though. More than enough, really since it'd only be two extra tiles.
It'd actually be 30+ or so tiles. Remember how the rivers and land edges in SMB3 worked, and how many 16x16 tiles existed?
Turtley3 wrote:A modify of Superjustinbros' Syobon Action tileset, with the angry cloud and the weird japan tiles.
Those "Japan" tiles were probably made in the first place since wherever Syobon Action's original developer copied the tiles from, it hid the bottom half of the ground tiles, possibly confusing the developer into thinking the bottom row of tiles had a different ground tile than the top row.

Here's a rough estimate of how SA's original designer saw the bottom row of ground tiles.
Image
That rough estimate makes me laugh.

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MissingWorld
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Post » 19 Jan 2014, 22:20

Superjustinbros wrote:It'd actually be 30+ or so tiles. Remember how the rivers and land edges in SMB3 worked, and how many 16x16 tiles existed?
Well it's not 100% required to have the outline there. I ended up with a similar situation with my current mappack and it looks fine enough.

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Qwerbey
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Post » 21 Jan 2014, 03:14

https://drive.google.com/file/d/0B1exEn ... sp=sharing
Tileset base for SE; it was too big to work with photobucket.
And another tileset, sky colored tiles:
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They're pretty much only useful for covering the flag that comes from castles.

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Superjustinbros
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Post » 21 Jan 2014, 19:27

Image
Image
Image
Animated Water/Lava tiles in the style of Super Mario Bros. Deluxe.

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Doormat
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Post » 24 Jan 2014, 21:47

Image

I tried to port the Mimiga Village tileset from Cave Story over to SE. Tell me if I screwed anything up or missed something.

B-Man99
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Post » 25 Jan 2014, 03:42

Yay another Cave Story fan! Thanks, those are great :)

I made spikes that go in multiple directions, with every combination you can have. The graphics seem to accurately represent which sides are spikes and which ones aren't, but I'm far from an artist. Also, the corner spikes (spikes on top and left but not right and down) wouldn't show the far corner, so it doesn't look right, but I'm a terrible artist. Feel free to change them so that they actually look good, this is just for convenience:
Image

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Superjustinbros
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Post » 25 Jan 2014, 04:24

Speaking of Spikes, I pulled these out of the NES proto Bio Force Ape.
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Image
A spinning platform that "flips" every few seconds, changing which sides are harmful to the player.
Last edited by Superjustinbros on 25 Jan 2014, 16:52, edited 2 times in total.

B-Man99
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Post » 25 Jan 2014, 04:39

Oh wow I wouldn't have even thought of that! Spinning spikes... gee this animation system is so powerful.

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Doormat
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Post » 25 Jan 2014, 04:52

Egg Corridor:
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B-Man99
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Post » 25 Jan 2014, 04:54

Doormat you're my new best friend
Well... you're a doormat
You're my new favorite Doormat
You're going to be THE Doormat!

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Superjustinbros
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Post » 25 Jan 2014, 06:20

B-Man99 wrote:gee this animation system is so powerful.
If only I could just stick an animated tile under the "animated" folder and define it's properties of when to switch between frames and if triggered by something in-game via right-clicking the animated tile in the palette.

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eraykaan
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Post » 25 Jan 2014, 11:51

Doormat i think i love you (no homo)

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Doormat
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Post » 25 Jan 2014, 16:52

Tileset update because I forgot Foreground and Spike properties existed.

Image

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Firaga
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Post » 25 Jan 2014, 18:34

Need some criticism for my upcoming wip tileset for my puzzle map,  Wonderful Science 
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Superjustinbros
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Post » 25 Jan 2014, 19:00

That's actually looking quite good!

I assembled this up. They're meant to be animated, but I couldn't bother making them individual image files.
Image

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Sunset_Moth
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Post » 25 Jan 2014, 23:40

Superjustinbros wrote:That's actually looking quite good!

I assembled this up. They're meant to be animated, but I couldn't bother making them individual image files.
Image
The backing vanishes. Is that supposed to happen?

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MM102
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Post » 25 Jan 2014, 23:55

bubba_nate wrote:
Superjustinbros wrote:That's actually looking quite good!

I assembled this up. They're meant to be animated, but I couldn't bother making them individual image files.
Image
The backing vanishes. Is that supposed to happen?
If your referring to the second and third rows
they are supposed to toggle from collidable to non-collidable

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Sunset_Moth
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Post » 26 Jan 2014, 01:48

I'm referring to the spikes.

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MissingWorld
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Post » 26 Jan 2014, 02:11

bubba_nate wrote:I'm referring to the spikes.
Well, yeah. Otherwise they won't look like they're ready to puncture you to death.

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Sunset_Moth
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Post » 26 Jan 2014, 03:41

This way it looks like the backing just vanishes spontaneously and breaks physics...

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MissingWorld
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Post » 26 Jan 2014, 04:36

bubba_nate wrote:This way it looks like the backing just vanishes spontaneously and breaks physics...
You're questioning physics in a Mario game. Let it slide.

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Sunset_Moth
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Post » 26 Jan 2014, 18:48

You're right. I'm questioning a game where mushrooms have feet and fangs and want to kill you, or they make you get bigger. I shouldn't do that.

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Superjustinbros
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Post » 26 Jan 2014, 19:44

Some time ago I extracted the CHR of the overworld levels from Super Mario Evolution True 2.
Image
I didn't bother doing the underground levels as down there the animated tiles are as simple as just palette-swapping one color through four different shades.
But yeah, dunno what I could do with these.

badhaloninja
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Post » 26 Jan 2014, 22:14

My minecraft tile set,  might have some stuff for Alesan99's entities mod 
Image

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TurretBot
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Post » 26 Jan 2014, 22:24

Image
I came in like a Wreeeecking Crew!
This game is in NES Reeeemix, too!
You have to brea-eak aaaalll the waa-alls!
To wre-ee-eck iit!

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Superjustinbros
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Post » 27 Jan 2014, 05:13

Image
Thanks to renhoek for the motivation to make this.

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renhoek
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Post » 27 Jan 2014, 12:06

Don't make me make a sequel.

Though I may actually do one, if I get the motivation.

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maidenTREE
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Post » 27 Jan 2014, 13:38

Lolz, I improved on my work by creating a extended tileset with the nestopia palette and Mari0's palette. Also, the coins are for decorating, not for real. Credit to TurretBot for making the tileset in the Mari0 palette, and credit to Superjustinbros for making the tileset. There are also negative tiles, for glitchy mappacks and for random testing mappacks. Make sure you have a computer that can handle this, because it will be kinda laggy in the Level Editor for SE's beta. I was too lazy to add the bridge properties to the bowser bridges. Also, SJB, shouldn't the people in the SMB Hack Port Project use my tileset? It is a lot more freely, with everything in every palette.
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badhaloninja wrote:My minecraft tile set,  might have some stuff for Alesan99's entities mod 
Image
Image Don't claim it is yours, because I was the original creator for that tileset......btw, give credit to the people who made the tiles, too, like rinerdar made that middle, and you made the bottom........also look for this in Paint.NET: Image Go to effects, and find brightness and contrast. That way you have background tiles, which are the tiles next to the solid tiles. Also, credit to Hans1998 for the facedesk image.

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Superjustinbros
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Post » 27 Jan 2014, 18:30

Turtley3 wrote:Also, SJB, shouldn't the people in the SMB Hack Port Project use my tileset? It is a lot more freely, with everything in every palette.
We do not need a monstrous tileset like that to do something as self-explanatory as a ROM-hack recreation. Sure it has SMB2J tiles, but the width of the tileset will make it hard to see the tiles correctly in the editor, and considering the limits of the NES and how tiles work, you cannot see tiles in those bizarre colors.

badhaloninja
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Post » 29 Jan 2014, 02:39

Turtley3 wrote:because I was the original creator for that tileset... rinerdar made that middle
I had that tileset for a really long time I didn't get the tiles from you or rinerdar

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maidenTREE
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Post » 29 Jan 2014, 02:44

badhaloninja wrote: I had that tileset for a really long time I didn't get the tiles from you or rinerdar
Hey, that tileset was really mine, because I posted it in Rinerdar's thread.
Proof:
Turtley3 wrote:I made a version of my Minecraft tileset, that has the Double Piston and Triple Piston and Quad Piston from the More Pistons mod.
Image
There's my post.
Also, newest version of the tileset: Image

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MM102
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Post » 29 Jan 2014, 06:08

I've also seen those colored grass blocks on this forum before too.

Side note: snow only goes up to eight layers and are two pixels per layer

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maidenTREE
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Post » 30 Jan 2014, 04:47

MM102 wrote:I've also seen those colored grass blocks on this forum before too.

Side note: snow only goes up to eight layers and are two pixels per layer
I know snow only goes up to eight layers, I just made it more like it's growing.

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Max318
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Post » 30 Jan 2014, 18:44

--DELETED--
Last edited by Max318 on 06 Mar 2014, 15:15, edited 1 time in total.

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maidenTREE
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Post » 30 Jan 2014, 18:48

And I never released any of my mappacks, because I was working on them.

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weee50
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Post » 30 Jan 2014, 22:57

Turtley3 wrote:
badhaloninja wrote: I had that tileset for a really long time I didn't get the tiles from you or rinerdar
Hey, that tileset was really mine, because I posted it in Rinerdar's thread.
Proof:
Turtley3 wrote:I made a version of my Minecraft tileset, that has the Double Piston and Triple Piston and Quad Piston from the More Pistons mod.
Image
There's my post.
Also, newest version of the tileset: Image
Is it SE compatible?

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maidenTREE
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Post » 30 Jan 2014, 23:08

weee50 wrote:
Turtley3 wrote:
badhaloninja wrote: I had that tileset for a really long time I didn't get the tiles from you or rinerdar
Hey, that tileset was really mine, because I posted it in Rinerdar's thread.
Proof:
Turtley3 wrote:I made a version of my Minecraft tileset, that has the Double Piston and Triple Piston and Quad Piston from the More Pistons mod.
Image
There's my post.
Also, newest version of the tileset: Image
Is it SE compatible?
Of course. It is SE compatible, but I was too lazy to add the water properties to it.

B-Man99
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Post » 30 Jan 2014, 23:16

B-Man99 wrote:Also, please don't quote entire posts like that if they're that big; if you honestly think all of that is necessary please use spoilers.
That giant quote string was completely unnecessary, just so you know. You might want to add in the water properties. Also, does everything have to be Minecraftified these days? It feels like people have to mention it everywhere, which is weird for me because I was into it when it wasn't uber-popular, and I haven't played it enough recently (past 9 months or so) to know exactly what's been going on.

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MM102
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Post » 31 Jan 2014, 01:11

Superjustinbros wrote:
mariomaster102 wrote:Justin did you recolor each pixel or did you use some sort of program for that?
because that is a lot of work to do by hand
I used Photoshop to quick-select all of one color on a layer then recolor everything. It'd also be possible to do in Paint.Net, but not as easily.
Iv'e been meaning to ask if anyone could make some sorta filter to do this for me
since it would be so much easier
(I don't have photoshop btw I'm just able to load up photoshop filters)

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maidenTREE
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Post » 31 Jan 2014, 16:06

A extended version of the 1-Up giant tiles.
Credit to Alesan99.
Image
Almost everything is here.
But I'll work on it.
Also, the tiles working: Image
Last edited by maidenTREE on 31 Jan 2014, 18:13, edited 1 time in total.

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Superjustinbros
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Post » 31 Jan 2014, 17:55

The final version of my Paper Sai tileset.
Image

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maidenTREE
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Post » 31 Jan 2014, 18:17

Superjustinbros wrote:The final version of my Paper Sai tileset.
Image
Why is it the final version?

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jwright159
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Post » 31 Jan 2014, 21:53

I will post some tilesets of my own soon.

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Superjustinbros
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Post » 31 Jan 2014, 22:49

Turtley3 wrote:
Superjustinbros wrote:The final version of my Paper Sai tileset.
Image
Why is it the final version?
It has all the palettes used in Paper Sai and it's sister hack Paper Mario Bros. Plus it's very much complete with no other tiles to add.

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Automatik
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Post » 31 Jan 2014, 23:16

Max318 wrote:I, max318, licence this tileset as my tiles (max318's tiles),and forbid everyone to use it without my agreement.
Op wrote:How to write LFT
I, (my name), licence this tileset as (tileset name), and forbid everyone to use it without my, (my name), agreement.!
I wonder why the proposed LFT forbid everyone from using a tileset without agreement. What's wrong with just "Give credit if you use this"?
Also it's useless since copyright will by default forbid everyone from using it without asking the author.(Unless fair use)

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