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Mockup (of a game that will never be...)

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=504
Printed Date: 12 September 2025 at 7:40am


Topic: Mockup (of a game that will never be...)
Posted By: Xion Night
Subject: Mockup (of a game that will never be...)
Date Posted: 12 July 2005 at 9:22am



I suck at making tileable tiles. I need to add some texture and grit to them. It's supp. to be underground, in a cavelike area. I'm also not done with the GUI; I dunno what to fill the rest of the space with. Any Ideas?


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Kizzah!
http://www.thepixelagency.com">



Replies:
Posted By: Citizen_Insane
Date Posted: 12 July 2005 at 11:54am

The sprites look alright!

As far as tiling goes, for this sort of thing it's best to study metroid
tiles (anywhere from super metroid to the GBA metroids). . . Because
they're just so dang well put together.


http://ndex.simgames.net/gamepage/snes/supermetroid.shtml - http://ndex.simgames.net/gamepage/snes/supermetroid.shtml
(just googled supermetroid)

When trying to get something to tile, keep in mind the big picture,
if you will... Also, if the tiles are broken up in 16x16 pieces, you
can kind of cheat and work on your individual tiles in 4x16 squares...

This is a little mini turial I did in a few minutes...
I don't think they used my method too much in super metroid,
nor do I know how many other people use this method, but in
my opinion it's a good one..

Here's what I did:

  1. Started off with a 16x16 square
  2. broke it into 4x16 blocks (colored here with the colors I had in my pallete just to illustrate the concept)
  3. colored/sorta-shaded the first block
  4. colored the rest of the blocks simularly, but changed it up a bit
  5. tiled-
  6. Added in a stagged block, just to break things up a bit and keep it stupid fresh.

SLOPE:

  1. Moved each block down 4 squares (takes up two tiles)
  2. FOR LARGER SLOPES you can move it down 2 squares, and it would probably take up... 4 tiles.. 2x2, I think

Make sure you shade the tops of tiles (or whichever part the player can
run into) differently than the rest of the tile... contrast is the key, here.

This same concept can be applied to bricks, and other things like that.

 

hope this helps...



Posted By: Xion Night
Date Posted: 12 July 2005 at 12:47pm
Thanks, I'll try that. It looks useful and easy. With a little more time, It'd be a w00t tileset.
And yeah, I'll look at Metroid, too.

Thx.


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Kizzah!
http://www.thepixelagency.com">


Posted By: Saboteur
Date Posted: 12 July 2005 at 9:43pm

Aww... it's only a mock up. I always wanted someone to make another game similar to metroid.

Gross! I spammed!



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"I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."


Posted By: Lawrence
Date Posted: 13 July 2005 at 7:47am
Hey I like the little overview map you've put in there. I'm not too good with the ol' platform tiles myself, but like Citizen_Insane said, metroid tiles are a great example to study.



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