as I think I said elsewhere, I've edited and accidentally somehow gotten it to be a new post, despite using the edit button.Hans1998 wrote: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.Danny wrote:he is new on forums, excuse him
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.
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.craftershaft wrote:I used the edit button!
Tileset Respositorium
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
- Contact:
- Snowburger
- Posts: 82
- Joined: 23 Jun 2014, 21:21
Sorry for the (possible) bump,but how do I create tilesets?
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".
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".
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Alright, this is hopefully the very last time I will post stuff related to Extra Mario Bros.' tiles.
Yes I do realize that the tileset is greater than 22 tiles wide.
I doesn't have to do with the darkness.WaryLouka wrote:edit: apparently, the game cannot even detect the dark green tiles due to their darkness
I wonder if that's a bug.
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.alesan99 wrote:I doesn't have to do with the darkness.WaryLouka wrote:edit: apparently, the game cannot even detect the dark green tiles due to their darkness
I wonder if that's a bug.
You need to increase the height by 1 because the image height and width have to be a multiple of 17.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Princess Rescue tileset, based on the home-brew Atari 2600 game.
I find the concept of a Atari 2600 tileset funny
but good job either way
but good job either way
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
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.
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.
- CorruptMarshstomp
- Posts: 4
- Joined: 22 Mar 2014, 00:15
Damn it's been a while since I have played this game, anyways here is an update to my old ass tileset
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
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.
Digging around in the files with Resource Hacker (DLL Files) might reveal the name of the program.Villager103 wrote:editor I use to make them. I have the files, I just don't have the launcher.
You can also just check the files' proprieties and check who made the files and all that.
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
I know who made it, I just don't have the launcher to launch the program.WaryLouka wrote:Digging around in the files with Resource Hacker (DLL Files) might reveal the name of the program.Villager103 wrote:editor I use to make them. I have the files, I just don't have the launcher.
You can also just check the files' proprieties and check who made the files and all that.
can you not redownload it? whats the problem? were you pirating photoshop or something?
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
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.MM102 wrote:can you not redownload it? whats the problem? were you pirating photoshop or something?
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
Then just use GiMP. It's like free photoshop. It can open photoshop files.
http://www.gimp.org/
http://www.gimp.org/
- HowToEatGirafes
- Posts: 516
- Joined: 05 Feb 2014, 23:18
- Contact:
Can i use it in a little mappack ?surface-2-air missle wrote:My tileset, now nice and tidy!
- surface-2-air missle
- Posts: 26
- Joined: 16 Jun 2014, 03:12
sure! just make sure to give credit to me.HowToEatGirafes wrote:Can i use it in a little mappack ?surface-2-air missle wrote:My tileset, now nice and tidy!
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
- Contact:
Now taking tileset requests, PM me.
- OrbitalBlueprint
- Posts: 528
- Joined: 08 Sep 2013, 20:11
- Contact:
I love that dark brick. Also, I like the 1.8 blocks! (Prismarine, Andesite, Diorite, Granite...)surface-2-air missle wrote:
My tileset, now nice and tidy!
- OrbitalBlueprint
- Posts: 528
- Joined: 08 Sep 2013, 20:11
- Contact:
Tileset I'm working on. I'm trying to fit the BTS textures in the bottom left in with the other textures.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Tileset from Rohrleitung Gate.
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: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.
Omnipalette is complete:
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 mushroomsTurretBot 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: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.
?-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.)
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.)
- HowToEatGirafes
- Posts: 516
- Joined: 05 Feb 2014, 23:18
- Contact:
I love your tilesets !
- BarbarianKabbage
- Posts: 63
- Joined: 14 Dec 2014, 19:01
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*
In fact, I think the tileset was based off that (iirc)
Also, welcome to the forums. Enjoys your stab stay*
- BarbarianKabbage
- Posts: 63
- Joined: 14 Dec 2014, 19:01
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.
- Mari0_Player
- Posts: 224
- Joined: 23 Sep 2013, 00:48
Blank tiles are EVERYWHERE and the edge grass tiles don't really convey the fact that they're edge tiles.BarbarianKabbage wrote:
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.
Plus all the green hurts my eyes.
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
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.
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.
- BarbarianKabbage
- Posts: 63
- Joined: 14 Dec 2014, 19:01
BarbarianKabbage wrote:
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]
Paint.net is actually very versatile. Why you would need a different image editor to change a simple color is beyond me.
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
BOOM! I'm back again! With a new tileset!
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.
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.
- Mari0_Player
- Posts: 224
- Joined: 23 Sep 2013, 00:48
Villager103 wrote:BOOM! I'm back again! With a new tileset!
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.
That's really what it looks like when it's put together.
Yay! Welcome back Villager! ^-^ Nice tileset, too. I love how original it is. But you might wanna fix the error Mari0_Player pointed out.Villager103 wrote:BOOM! I'm back again! With a new tileset!
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.
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
Okay, just a minor graphical glitch. I'll get to fixing it.Mari0_Player wrote:Villager103 wrote:BOOM! I'm back again! With a new tileset!
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.
That's really what it looks like when it's put together.
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
Cartoon tileset 1.1! (double post ftw)
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.
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.Villager103 wrote:Cartoon tileset 1.1! (double post ftw)
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.
Nature isn't symmetrical. (for example, tree trunks aren't straight at 45* angles, they branch off randomly)
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
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
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
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.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
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 betweenand
And theres still the issue of pillow shading, non-shaded things, proper light-sources, contrast, and the mushroom blocks
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