Tileset Respositorium

Mapping related threads and questions go in here!
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mindnomad
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Post » 31 May 2013, 17:14

Turret Opera wrote:Japan?
*some image*
(That's why this post is utterly terrible.)
Then... don't post it?

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TurretBot
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Post » 01 Jun 2013, 04:14

too lazy to not post

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Superjustinbros
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Post » 01 Jun 2013, 19:30

Lode Runner and Super Lode Runner.
Image
Image

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mindnomad
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Post » 01 Jun 2013, 19:47

SJB, by any chance to you have a Pipe mega-sheet or something of the sort? Like, pipes in every direction, pipe intersections, elbows? If not, I'll just do it myself. I've been needing something like this for a while...

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Flutter Skye
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Post » 01 Jun 2013, 20:09

mindnomad wrote:SJB, by any chance to you have a Pipe mega-sheet or something of the sort? Like, pipes in every direction, pipe intersections, elbows? If not, I'll just do it myself. I've been needing something like this for a while...
Something like this ?
Image

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mindnomad
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Post » 01 Jun 2013, 20:19

FlutterPie wrote:
mindnomad wrote:SJB, by any chance to you have a Pipe mega-sheet or something of the sort? Like, pipes in every direction, pipe intersections, elbows? If not, I'll just do it myself. I've been needing something like this for a while...
Something like this ?
Image
No, I mean pipes that look like the ones from the original SMB, but that include elbows, intersections, and other stuff.

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Superjustinbros
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Post » 01 Jun 2013, 21:15

Image
Give it as many colors and other edits as you please.

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mindnomad
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Post » 02 Jun 2013, 00:49

Superjustinbros wrote:Image
Give it as many colors and other edits as you please.
Thanks. This is just what I need!

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Superjustinbros
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Post » 02 Jun 2013, 05:39

Anything to help a fellow forum member.

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Mariobros2
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Post » 03 Jun 2013, 20:31

Image
Just a SMW tileset. Original tiles ripped by *checks at MFGG* supernesfreak.

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maidenTREE
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Post » 03 Jun 2013, 21:24

Um, why is the red switch down sprite incorrectly colored?

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Costinteo
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Post » 03 Jun 2013, 21:31

Turtley3 wrote:Um, why is the red switch down sprite incorrectly colored?
What? It looks just fine.

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maidenTREE
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Post » 03 Jun 2013, 21:41

Nevermind about the red switch. But it does make sense, thanks for putting sense into me!
Last edited by maidenTREE on 30 Apr 2017, 19:20, edited 1 time in total.

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Mariobros2
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Post » 03 Jun 2013, 21:43

It's suposed to be like that. Play SMW and you will see.

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TheJonyMyster
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Post » 04 Jun 2013, 00:32

What about the circle tile from the “choose one out of three” minigame?

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TurretBot
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Post » 04 Jun 2013, 00:58

wasn't ripped from the tileset he used

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Superjustinbros
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Post » 04 Jun 2013, 03:26

mari0bros2 wrote:Image
Just a SMW tileset. Original tiles ripped by *checks at MFGG* supernesfreak.
>inb4 someone thinks I'm going to say "you missed the remaining pipe and terrain colors and horizontal/vertical pipe ends use one graphic like SMB1, 2J, and 3"
Though I do have to ask, why are the flipping Face Blocks solid?

Part of this is why I re-ripped SMB1's tiles, to make sure these inaccuracies don't plague particular fangames.

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Mari0Maker
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Post » 05 Jun 2013, 03:08

My current project. :D
Image
A Yoshi's Island (Super Mario World 2) tileset. The template is made by Qcode.

EDIT: I guess Qcode's template doesn't require credit. :P
Last edited by Mari0Maker on 05 Jun 2013, 03:12, edited 2 times in total.

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Qcode
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Post » 05 Jun 2013, 03:09

...
Last edited by Qcode on 21 Oct 2021, 17:49, edited 1 time in total.

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Superjustinbros
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Post » 06 Jun 2013, 06:53

Mari0Maker wrote:My current project. :D
Image
A Yoshi's Island (Super Mario World 2) tileset. The template is made by Qcode.

EDIT: I guess Qcode's template doesn't require credit. :P
Tileset is eight tiles too wide to be properly shown in the editor clean and organized, but still, I like where this is going.

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HugoBDesigner
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Post » 06 Jun 2013, 17:39

Superjustinbros wrote: Tileset is eight tiles too wide to be properly shown in the editor clean and organized, but still, I like where this is going.
So here's a template I made (22x22):
Image

(it's not the most beautiful tileset grid, but it's quite easy to use)
Oh, and an update to my "Sv_Cheats_1" mappack's tileset:

Image

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Superjustinbros
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Post » 07 Jun 2013, 06:05

Excitebike. Not perfect but it gets the job done.
Image

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TurretBot
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Post » 07 Jun 2013, 12:11

EDIT: nevermind =/
Last edited by TurretBot on 10 Jun 2013, 22:34, edited 1 time in total.

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maidenTREE
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Post » 07 Jun 2013, 14:05

Turret Opera wrote:I've decided to do a project.
I take random tiles from this topic and morph them into one tileset.
And make maps.
Um, I...well, it is amazing!


Image
Last edited by maidenTREE on 30 Apr 2017, 19:20, edited 1 time in total.

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TheJonyMyster
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Post » 07 Jun 2013, 15:51

Tiles from Random Crap.
Image
100% original, and then text tiles by SJB.

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Superjustinbros
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Post » 07 Jun 2013, 18:49

Turtley3 wrote:
Turret Opera wrote:I've decided to do a project.
I take random tiles from this topic and morph them into one tileset.
And make maps.
Um, I think you stole my idea.

*image*
I said this before, but the way the combination tileset you made was assembled, tiles in the editor's palette will be misplaced. If you're using22 tiles or lower, you can make the width anything you want, as long as it's a multiple of 17 so it can fit every tile made. 23 tiles and over, and the width must always be 374 pixels will the height must be a multiple of 17, to fit all the tiles. Besides, the styles of the different tiles do clash in on one another. You have the ones I ripped from several hacks that follow the limitations of the NES/Famicom, and then all the other custom-made ties from various forum users that ignore these rules.

Thanks Jony for using my text tileset. :)

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TheJonyMyster
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Post » 07 Jun 2013, 18:58

Superjustinbros wrote: Thanks Jony for using my text tileset. :)
NP. But I think there should be text-tool in SE, so that text doesn't take up the whole tile.

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Superjustinbros
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Post » 07 Jun 2013, 18:59

TheJonyMyster wrote:
Superjustinbros wrote: Thanks Jony for using my text tileset. :)
NP. But I think there should be text-tool in SE, so that text doesn't take up the whole tile.
I remember one was made for SE.

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TheJonyMyster
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Post » 07 Jun 2013, 19:06

Good to know. On the other hand, though, you could make text that takes up 7 x 7, and then you could make a tile for every combination of four letters/numbers/punctuation marks/spaces. Which is only 2,825,761 possibilities, more or less.

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TurretBot
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Post » 07 Jun 2013, 21:47

Turtley3 wrote:
Turret Opera wrote:I've decided to do a project.
I take random tiles from this topic and morph them into one tileset.
And make maps.
Um, I think you stole my idea.
I said random tiles from this thread not every single tileset made by SJB and some others too.

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TheJonyMyster
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Post » 07 Jun 2013, 21:50

Turret Opera wrote:
Turtley3 wrote:
Turret Opera wrote:I've decided to do a project.
I take random tiles from this topic and morph them into one tileset.
And make maps.
Um, I think you stole my idea.
I said random tiles from this thread not every single tileset made by SJB and some others too.
I recommend using my tiles because they are from Random Crap.

Camewel
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Post » 07 Jun 2013, 23:40

There's already a text tool in SE that uses SMB font and looks quite nice.

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TheJonyMyster
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Post » 07 Jun 2013, 23:57

Good to know (again).

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maidenTREE
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Post » 08 Jun 2013, 00:48

Turret Opera wrote:
Turtley3 wrote:
Turret Opera wrote:I've decided to do a project.
I take random tiles from this topic and morph them into one tileset.
And make maps.
Um, I think you stole my idea.
I said random tiles from this thread not every single tileset made by SJB and some others too.
Yeah, also SJB's tiles are in THIS thread.

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TheJonyMyster
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Post » 08 Jun 2013, 04:30

Yes, but so are other peoples' tiles. He wanted lots of tiles, but from lots of people.

On a separate note, would it be possible to create a mega tileset with everyone's tiles in it?
Or would that crash Mari0?

Camewel
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Post » 08 Jun 2013, 04:33

It wouldn't render on some computers at all.

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TheJonyMyster
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Post » 08 Jun 2013, 04:37

Okay. What type of computer could do it? Like, what would that require? Just an estimate, of course.

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TripleXero
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Post » 08 Jun 2013, 07:09

My Windows 98 tileset loads, but takes up to 30 seconds for the game to first start, and the tileset isn't super big. But also, I don't have a super powerful computer

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maidenTREE
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Post » 08 Jun 2013, 13:29

TheJonyMyster wrote:Okay. What type of computer could do it? Like, what would that require? Just an estimate, of course.
I guess a Windows Vista/7 32-bit/64-bit computer would do it.

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TheSeek
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Post » 08 Jun 2013, 16:37

Turtley3 wrote: I guess a Windows Vista/7 32-bit/64-bit computer would do it.
It has nothing to do with Operating System.
TheJonyMyster wrote:Okay. What type of computer could do it? Like, what would that require? Just an estimate, of course.
Basically it depends on the graphic card/driver, some cant handle textures bigger than 1024x1024px(like mine), or 2048x2048px, or 4096x4096px(smaller the texture, more g-cards compatibility), and im pretty sure merging all tilesets would go far beyond 4096px in height, and most g-cards cant handle that.

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Qwerbey
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Post » 09 Jun 2013, 00:08

Some spikes.
Image
Usage:
Image
QwertymanO07 wrote:Anyone can use these this as long as I'm credited.

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Superjustinbros
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Post » 09 Jun 2013, 01:38

Er...
Image
Actual NES spikes with NES palette ripped straight from ROM hacks.

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TheJonyMyster
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Post » 12 Jun 2013, 00:52

I would've never thought of that.
GENIUSES

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Qwerbey
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Post » 13 Jun 2013, 00:52

I made some nicer looking spikes:
Image
Besides, it was more the concept than the tile itself.

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Sky
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Post » 15 Jun 2013, 04:52

I made a tileset out of this SMBX graphics pack by reghrhre: http://nsmbxforums.prophpbb.com/topic439.html

It's a NSMBU tileset with SMAS-styled graphics. I threw in some SMAS tiles to round it out so that people can make full mappacks with it.

Image

Nonportalable tiles include the grey pyramid block near the bottom (the blue one is portalable) and the cracked tiles in the canyon and ice biomes.

No need to give me credit, but do credit reghrhre.

Also, it you have any GFX packs that you want converted to Mari0 format, PM me and I'll see what I can do.

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Superjustinbros
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Post » 15 Jun 2013, 06:58

These look good. :D
Also, it you have any GFX packs that you want converted to Mari0 format, PM me and I'll see what I can do.
I was thinking you could make the graphics from A0zora into 16bit, since it's really the only major graphic mod I made to Mari0 (most of my others were just corrections to the default enemies and NES-ification of Portal tiles)

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Sky
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Post » 15 Jun 2013, 08:29

Superjustinbros wrote:
WillWare wrote:Also, it you have any GFX packs that you want converted to Mari0 format, PM me and I'll see what I can do.
I was thinking you could make the graphics from A0zora into 16bit, since it's really the only major graphic mod I made to Mari0 (most of my others were just corrections to the default enemies and NES-ification of Portal tiles)
Much as I'd love to help with that, it's not something I'm capable of. I haven't made any original tilesets; I just reorganize other people's so they work in Mari0. Spriting isn't really something I'm good at.  (yet) 

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TurretBot
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Post » 15 Jun 2013, 08:37

WillWare wrote:
Superjustinbros wrote:
WillWare wrote:Also, it you have any GFX packs that you want converted to Mari0 format, PM me and I'll see what I can do.
I was thinking you could make the graphics from A0zora into 16bit, since it's really the only major graphic mod I made to Mari0 (most of my others were just corrections to the default enemies and NES-ification of Portal tiles)
Much as I'd love to help with that, it's not something I'm capable of. I haven't made any original tilesets; I just reorganize other people's so they work in Mari0. Spriting isn't really something I'm good at.  (yet) 
Do that full Everybody Edits tileset I was too lazy to do.

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Sky
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Post » 15 Jun 2013, 08:59

WillWare wrote:Also, it you have any GFX packs that you want converted to Mari0 format, PM me and I'll see what I can do.
I'm not honoring any requests made in this topic after this post. I don't want the requests taking up space - this isn't my topic. I will only accept PMs.

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TurretBot
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Post » 15 Jun 2013, 11:25

woops, sorry.

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