Tileset Respositorium

Mapping related threads and questions go in here!
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MagicPillow
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Post » 13 Jan 2015, 02:39

MM102 wrote:theres still the issue of pillow shading
eXcUse yoU my shAdiNg is peRfeCtjoke

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Superjustinbros
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Post » 18 Jan 2015, 19:27

Mario Bros. tileset.
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idiot9.0
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Post » 18 Jan 2015, 22:04

May just be nostalgia talking but I really like that tileset.

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Superjustinbros
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Post » 18 Jan 2015, 23:39

Thanks, Idiot.

I decided to make some improvements to the tileset, mostly to add more pipe colors and to make the tileset better for levels that don't have a black background.
Image

It'd be cool if someone could code in a POW block.
Last edited by Superjustinbros on 20 Jan 2015, 01:03, edited 1 time in total.

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TurretBot
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Post » 19 Jan 2015, 00:43

I think you can do it with the Action Block (I/O ?-Block) and animated tiles, though it would still be lingering there when it runs out of uses.
You'd also need all the tiles to be an animated tile that turns into a upwards spike when you hit the block.

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renhoek
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Post » 19 Jan 2015, 09:47

TurretBot wrote:I think you can do it with the Action Block (I/O ?-Block) and animated tiles, though it would still be lingering there when it runs out of uses.
You'd also need all the tiles to be an animated tile that turns into a upwards spike when you hit the block.
But what if there's two players?

Also that tileset's really cool, I might use it if I ever get back to Mario action 2 or something.

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Sky
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Post » 28 Jan 2015, 09:19

Ploaj recently ripped the tiles from NSMB2, so I took the liberty of putting ALL OF THEM into a tileset. I really don't know why I subjected myself to that.



Besides the HD/retro clash, they look quite nice in game. Good luck finding matching graphics for Mario and co., though...
I'll get back to this with some animated tiles soon, but let me sleep first o_o

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MagicPillow
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Post » 29 Jan 2015, 00:12

And they say NSMB 2 didn't add anything new.

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Sky
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Post » 29 Jan 2015, 00:20

MagicPillow wrote:And they say NSMB 2 didn't add anything new.
Whoever "they" are, I'd like to smack them, because that took on the order of 24-48 working hours. Not even joking, that doesn't count sleep or anything.

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renhoek
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Post » 29 Jan 2015, 05:00

MagicPillow wrote:And they say NSMB 2 didn't add anything new.
Hate to burst your bubble but 90% of those tiles are just recolored NSMBWii tiles.

Regardless great job Willware, I may not think it's original but I do like the colour choice of the game so I'm happy to see these.

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MagicPillow
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Post » 29 Jan 2015, 05:28

WillWare wrote:Whoever "they" are, I'd like to smack them
renhoek wrote:
MagicPillow wrote:And they say NSMB 2 didn't add anything new.
Hate to burst your bubble but 90% of those tiles are just recolored NSMBWii tiles.
Found them for you.joke

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Sky
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Post » 29 Jan 2015, 07:00

renhoek wrote:Hate to burst your bubble but 90% of those tiles are just recolored NSMBWii tiles.
That's only partially true, I just looked. There are a few sets of tiles that are the same, such as the desert, underground, castles, and cliffs, but a lot of the rest are custom, notably grass, coast, underwater, and sky. Pipes and coins of course received a major update, although ? blocks and bricks are the same.

I'll be conservative and say ~40-50%. Not that it's a bad thing, the NSMBW tiles are a little bigger and would be more blurry when scaled down.

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MM102
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Post » 29 Jan 2015, 07:46

If you have a version without the tile properties maybe try to upload it to TSR.
It would probably be useful to someone to have it organized.

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renhoek
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Post » 29 Jan 2015, 17:18

WillWare wrote:
renhoek wrote:Hate to burst your bubble but 90% of those tiles are just recolored NSMBWii tiles.
That's only partially true, I just looked. There are a few sets of tiles that are the same, such as the desert, underground, castles, and cliffs, but a lot of the rest are custom, notably grass, coast, underwater, and sky. Pipes and coins of course received a major update, although ? blocks and bricks are the same.

I'll be conservative and say ~40-50%. Not that it's a bad thing, the NSMBW tiles are a little bigger and would be more blurry when scaled down.
I'm not saying it copied it pixel for pixel but design and idea wise it's mostly the same. (Plus the stuff recycled from smb3 like the red, blue, green blocks, the leaf and the gold flower which is just a regular fire flower but gold and bigger)

here I made a quick and shitty image to show you what I mean, I put some of the NSMBWII tiles next to the new ones.
Image
Plus from what I've read this game only had a year of development while NSMBU started right after wii.

I don't want to argue about this any further because it's getting off topic, if you have points to prove try catching me in steam chat.

I'm still very impressed you were able to work this quickly.

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Qwerbey
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Post » 05 Feb 2015, 01:12

I've updated my tileset base a little so the coin property is off by default. That way you can place the undrawn tiles where they will go and erase tiles by replacing it with the base without having to clean up coins.
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Superjustinbros
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Post » 06 Feb 2015, 02:26

I still find myself to be a frequent user of that template.

Superedwinbros55
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Post » 12 Feb 2015, 06:05

I need help on combination tiles without it turning into coins

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Qwerbey
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Post » 12 Feb 2015, 20:59

Don't use the coin property (5th down).

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JohnHOne
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Post » 12 Feb 2015, 21:02

The Tileset for my Upcoming Mappack,Mystery House Challenge
Image

Superedwinbros55
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Post » 12 Feb 2015, 21:30

I know that it just that when I combination the tile it turn into and no coin tiles color

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JohnHOne
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Post » 12 Feb 2015, 21:44

EDIT:
Oh,i made a mistake -__-
Saso,you can send this comment to the bad chamber -_-
Last edited by JohnHOne on 12 Feb 2015, 22:02, edited 1 time in total.

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Qwerbey
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Post » 12 Feb 2015, 21:50

Are you using MS Paint or using the coin block property (4thdown)?

Squidish
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Post » 12 Feb 2015, 21:59

JohnHOne wrote:That is a Mystery Box -__-
http://www.mariowiki.com/Mystery%20Box
The Next tile(next to the Mystery Box Tile) is the Mystery House Celling,Using the Celling at the Top of Mystery House will become a Mystery House(When you enter)
http://www.mariowiki.com/Mystery_House
He wasn't talking to you. He was responding to Qwerty.

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Tecminer
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Post » 12 Feb 2015, 22:00

JohnHOne wrote:
Superedwinbros55 wrote:I know that it just that when I combination the tile it turn into and no coin tiles color
That is a Mystery Box -__-
http://www.mariowiki.com/Mystery%20Box
The Next tile(next to the Mystery Box Tile) is the Mystery House Celling,Using the Celling at the Top of Mystery House will become a Mystery House(When you enter)
http://www.mariowiki.com/Mystery_House
Not everybody is always talking to you, John


EDIT: Ninja'd

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JohnHOne
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Post » 12 Feb 2015, 22:01

Tecminer wrote:
JohnHOne wrote:
Superedwinbros55 wrote:I know that it just that when I combination the tile it turn into and no coin tiles color
That is a Mystery Box -__-
http://www.mariowiki.com/Mystery%20Box
The Next tile(next to the Mystery Box Tile) is the Mystery House Celling,Using the Celling at the Top of Mystery House will become a Mystery House(When you enter)
http://www.mariowiki.com/Mystery_House
Not everybody is always talking to you, John


EDIT: Ninja'd
Oh,i noticied now that Superredwinbros is talking with qwertyman -___-
Editing now...

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TurretBot
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Post » 13 Feb 2015, 01:52

Alright I've teased this on steam a couple times, but now I'm posting it here:
Image
SMB Pipes extended, inspired by Alesan's old SMB Grass Trees Extended. Note that I didn't make all the tiles, I used this pipe tileset as a base. This is also not the first "wide pipes" tileset (that would be this), but it is the first... "tall pipes" tileset, I guess...

Regardless, looks great in-game.
Image
The lines on the top/left made the corners a bit complicated, but it looks a million times better than a diagonal cut.
EDIT: Here's the multicolor set.
Image
A good improvement of the in-game set, in my opinion:
Image
Also, I made a tileset that you can recolor for custom pipe colors:
Image
Includes ~12 new tiles absent from the original version.
EDIT: fixed multicolor set.
Last edited by TurretBot on 14 Feb 2015, 21:27, edited 2 times in total.

Squidish
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Post » 13 Feb 2015, 02:50

Neat! But I find those "tall pipes" quite ugly.

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Villager103
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Post » 13 Feb 2015, 17:04

TurretBot wrote:Alright I've teased this on steam a couple times, but now I'm posting it here:
Image
SMB Pipes extended, inspired by Alesan's old SMB Grass Trees Extended. Note that I didn't make all the tiles, I used this pipe tileset as a base. This is also not the first "wide pipes" tileset (that would be this), but it is the first... "tall pipes" tileset, I guess...

Regardless, looks great in-game.
Image
The lines on the top/left made the corners a bit complicated, but it looks a million times better than a diagonal cut.
Wow, that actually is quite good. The 3-wide pipes remind me of the giant pipes in World 4 of Super Mario Bros. 3.
I might recolor these to all other pipe colors now. Of course, the credit still goes to you for the regular green pipes.

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Villager103
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Post » 13 Feb 2015, 17:29

Double post FTW!
Upgraded pipe tileset with more colors!
Image
All credit goes to the original creator.
Last edited by Villager103 on 13 Feb 2015, 20:41, edited 1 time in total.

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Tecminer
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Post » 13 Feb 2015, 17:54

But there are some tiles missing






Thats what i meant V V V
Last edited by Tecminer on 13 Feb 2015, 19:18, edited 1 time in total.

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TurretBot
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Post » 13 Feb 2015, 19:10

Actually, that doesn't work because in my tileset I excluded redundant tiles from SMB tileset, which green pipes have the most tiles, so you'd need to add in a couple tiles that they don't have. But I can do it. EDIT: Done, see my old post!

Also put that image in a spoiler pls

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Villager103
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Post » 13 Feb 2015, 20:41

TurretBot wrote:Actually, that doesn't work because in my tileset I excluded redundant tiles from SMB tileset, which green pipes have the most tiles, so you'd need to add in a couple tiles that they don't have. But I can do it. EDIT: Done, see my old post!

Also put that image in a spoiler pls
Done.

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Superjustinbros
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Post » 26 Feb 2015, 18:29

Super Mario Evolution 3 tileset.
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Based on photos from cynthia_koko's Twitter.

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surface-2-air missle
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Post » 04 Mar 2015, 04:55

Here is a Roof-top tileset
Image

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Villager103
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Post » 04 Mar 2015, 08:50

Well, I'm 100% sure this hasn't been done yet.

I am Bread Tileset.

Image

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mine209craft
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Post » 05 Mar 2015, 03:13

I cant wait for some awesome tiles

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Villager103
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Post » 05 Mar 2015, 07:12

mine209craft wrote:I cant wait for some awesome tiles
Just look at all 24 pages, as there are already lots of great tilesets.

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mine209craft
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Post » 06 Mar 2015, 03:37

Five Nights at Goombas tileset Image

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goodbot16
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Post » 07 Mar 2015, 00:31

can anyone make any kirby tilesets?

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Sky
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Post » 07 Mar 2015, 00:43

goodbot16 wrote:can anyone make any kirby tilesets?
I can finish the NES Kirby's Adventure tileset I've got sitting on my hard drive for you. Will that work, or were you hoping for SNES or GBA tiles?

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goodbot16
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Post » 07 Mar 2015, 00:50

WillWare wrote:
goodbot16 wrote:can anyone make any kirby tilesets?
I can finish the NES Kirby's Adventure tileset I've got sitting on my hard drive for you. Will that work, or were you hoping for SNES or GBA tiles?
That will work!!!!!

:D :D

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Mr.Q.Marx?
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Post » 09 Mar 2015, 16:13

goodbot16 wrote:can anyone make any kirby tilesets?
Stew posted a couple for his mappack before the tileset respositorium was a thing but the fact he posted them and that he gave up on the project means they're probably fair game.
viewtopic.php?f=12&t=510

I'm not sure renhoek got as far but seeing as they're still an active member it might be worth an ask. Plus the custom HUD thing is cool if you're looking for ideas.
viewtopic.php?f=12&t=2252

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TurretBot
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Post » 09 Mar 2015, 21:10

Image
The first 50 Google Image 16*16 results for "tile" put into a tileset.
Oddly enough the 8th is from Pokemon and the 30th is a Flying Tile from Link's Awakening.

EDIT: Apparently I misplaced some of the properties, fixed that

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goodbot16
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Post » 13 Mar 2015, 21:48

Mr.Q.Marx? wrote:
goodbot16 wrote:can anyone make any kirby tilesets?
Stew posted a couple for his mappack before the tileset respositorium was a thing but the fact he posted them and that he gave up on the project means they're probably fair game.
viewtopic.php?f=12&t=510

I'm not sure renhoek got as far but seeing as they're still an active member it might be worth an ask. Plus the custom HUD thing is cool if you're looking for ideas.
viewtopic.php?f=12&t=2252

kay ill check it out

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TurretBot
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Post » 21 Mar 2015, 22:28

And now for something completely different... AN EXPLOIT!

Make the first image graphics/smbtiles.png in your mappack, and the second one as both graphics/portaltiles.png and the normal tiles.png.
Congrats! Now you have like 4 tilesets worth of tileset to play with, and not even screwing up the SMB or Portal tilesets while you're at it.

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Villager103
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Post » 22 Mar 2015, 18:11

Image
Some spikes done in the style of the SMB ground tiles.

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TurretBot
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Post » 27 Mar 2015, 21:32

And now for something completely similar!
Image
I put them into a zip: Omnicoinblock.
Has every tile in all four coinblock palettes, without repeats. Also includes the actual ?-blocks as animated tiles.
Should be used in conjunction with Omnipalette, or this:
Image
Because these tiles don't animate with that palette anyway.
Image
Corrected version of the coinblock image.
Goes in:
  • /graphics/DEFAULT/coinblock.png
  • /mappacks/yourmappack/graphics/coinblock.png

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Tecminer
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Post » 27 Mar 2015, 23:49

Where do you get all the time to do all this stuff?

Also: what's the delay time of the in-game coinblocks?




EDIT: The almost perfect delay seems to be 0.148

Another edit: Animated tiles! https://www.dropbox.com/s/lv8mjtgqunk17 ... s.zip?dl=0 Image credit still goes to turretbot

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Superjustinbros
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Post » 06 Apr 2015, 04:49

Oh man, all these animated tiles. I love you guys. XP

Anyways a tileset based on Flappy (Bird) for NES:
http://forums.nesdev.com/viewtopic.php?f=22&t=11425

Image
(fixed)

Here's a background version of it if you desire to use it:

Image
Last edited by Superjustinbros on 06 Apr 2015, 17:03, edited 1 time in total.

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TurretBot
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Post » 06 Apr 2015, 05:05

Tecminer wrote:Also: what's the delay time of the in-game coinblocks?
Suddenly I decided to check the code
variables.lua line 170:

Code: Select all

coinblockdelay = 0.5/30
Except that doesn't really work.

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