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tapwater
Seaman
Joined: 07 June 2011 Online Status: Offline Posts: 5 |
![]() Topic: [FULFILLED][paid] Small Top-Down Land/Sea TilesetPosted: 19 December 2014 at 8:06am |
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I'm looking for an artist to create a seamless tile set for a browser-based engine (edited for more details):
- A blue sea tile (1 tile) - Seamless land tiles (6 tiles) > One type of land only (grassy green with beach edges) - A tile-able battleship (transparent backgrounds) > End and middle segments (2 tiles) > Damaged versions of said segments (2 tiles) - A rubble tile (1 tile, transparent background) - An explosion tile (1 tile, transparent background, not animated) The result should look something like the following (with seamless land tiles, of course):
Please contact me if you are interested or have any questions. Thanks! Edited by tapwater - 19 December 2014 at 4:07pm |
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Bcadren
Commander
Joined: 07 June 2013 Online Status: Offline Posts: 53 |
![]() Posted: 19 December 2014 at 8:16am |
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Size? Palette? Bit more about the project it's for? Especially platform...
EDIT: Also do you want cliff edges or beaches? Edited by Bcadren - 19 December 2014 at 8:33am |
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tapwater
Seaman
Joined: 07 June 2011 Online Status: Offline Posts: 5 |
![]() Posted: 19 December 2014 at 9:13am |
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Great questions. It should look similar to the example I gave; 32px by 32px, blue sea, green terrain, beach edges. The land tiles should be contained within their own squares; for example, a lone, single-square island should not graphically "spill over" into adjacent tiles.
As for the project, I'm building a browser-based engine for playing replays of a battleship-esk programming game. |
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Bcadren
Commander
Joined: 07 June 2013 Online Status: Offline Posts: 53 |
![]() Posted: 19 December 2014 at 9:36am |
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Battleships are left-right only?
Or need an up-down version as well? It doesn't seem like that hard of a task, all would depend on qualities...And the battleship sprites with alpha or married to the sea tiles? |
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tapwater
Seaman
Joined: 07 June 2011 Online Status: Offline Posts: 5 |
![]() Posted: 19 December 2014 at 9:44am |
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Battleships would include an up-down version as well, but I imagine it's just a rotation from the left-right version. Yup, battleship sprites are with alpha.
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eishiya
Commander
Joined: 04 August 2022 Online Status: Offline Posts: 1104 |
![]() Posted: 19 December 2014 at 9:55am |
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This sounds like a fun and quick project! I'd like to do it. I have no professional experience or a proper pixel art portfolio, but you can see some of my pixel work in my PJ profile, and here are a couple of samples from a game I did art for:
http://i.imgur.com/cKVOyd6.png http://i.imgur.com/LekK46t.png (Sorry for the text URLs, PJ refuses to let me make them into links, and I don't want to spam your thread with my images.) The samples have a 24px tile size and maps generated automatically out of tiles based on a simple logical representation of each map (rather than being placed by hand by a level designer), which sounds fairly similar to what you're doing. Do you have any sort of style/look in mind? Are you looking for something like your example (where tiling will be evident no matter what just due to the amount of detail), or something simpler like in Pokemon? Do you want "realistic" colours, or something more stylised? By the way, if you want the beaches to be seamless and if there aren't limitations on the island shape that you haven't mentioned (e.g. that the islands are never +-shaped), you'll need more than 6 land tiles. I counted 9, and I might still be missing some. And that's at least 9 assuming they can be both flipped and rotated; depending on the style, there may need to be pre-rotated variants of tiles to make sure the texture doesn't look weird. I thought I'd bring that up just in case you pick an artist, pay them for 6 tiles, and end up surprised that the islands are missing beaches in some corners or have sideways grass xP Your sample uses 8x8 tiles blown up 4x, are you looking for that kind of effect too, or do you want something that's natively 32x32? Edited by eishiya - 19 December 2014 at 10:20am |
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tapwater
Seaman
Joined: 07 June 2011 Online Status: Offline Posts: 5 |
![]() Posted: 19 December 2014 at 10:24am |
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Great questions. The target size is 32x32, but I wouldn't mind, say, 16x16 if it looks good blown up to 32x32.
Re: style, I quite like the colors and art style of the example I posted. It's perfectly ok for tiling to be evident; my main concern is to have the land tiles be mostly seamless when connected, as opposed to the simple blocks like in the example. Yup, I was considering that tiles can be flipped/rotated in my tile count estimates. I calculated 6 based on number of connected sides (0 sides, 1 side, 2 sides (corner), 2 sides (opposite ends), 3 sides, 4 sides), all assuming a land tile does not exceed its own square. I haven't made any tilesets myself, so I could be mistaken. |
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eishiya
Commander
Joined: 04 August 2022 Online Status: Offline Posts: 1104 |
![]() Posted: 19 December 2014 at 10:45am |
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I can work with either size, it's a simple enough style either way.
Your count is off a bit because you didn't account for the fact that the tiles have beaches that also have to remain continuous, so you don't get something like this: ![]() The appropriate solution is to have tiles that have little beach-corners. In making that schematic, I noticed my count of 9 is actually a mild under-estimate. Something using meta-tiles (having each "tile" actually made of 4 smaller tiles, so each island is never actually a single tile wide) might be an easier approach if you're generating the tilemaps automatically so that the code has fewer distinct cases to deal with and so that the tileset is smaller (and thus faster to download; you'd need only about 5 half-size tiles cover every possible case assuming rotation and flipping are possible, versus 12+ full-size tiles), but it would require having separate coordinate systems for your ships/logic and your terrain (logic coords = 0.5x terrain coords). However, if you're making the maps by hand, or need to keep the tilemap coordinates identical to your logical coordinates, then a larger set of tiles covering every possible case would be the more desirable option. Edited by eishiya - 19 December 2014 at 11:01am |
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Bcadren
Commander
Joined: 07 June 2013 Online Status: Offline Posts: 53 |
![]() Posted: 19 December 2014 at 10:54am |
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I'll do an attempt too. I don't see any reason not to. I need some seamless practice for general texturing anyways.
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tapwater
Seaman
Joined: 07 June 2011 Online Status: Offline Posts: 5 |
![]() Posted: 19 December 2014 at 11:24am |
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Ah, I see what you mean! In that case, I'm ok with inner land tiles having corners for beaches to reduce the total number of tiles. Taking the previous example, I imagine the result would look something like this:
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Bcadren
Commander
Joined: 07 June 2013 Online Status: Offline Posts: 53 |
![]() Posted: 19 December 2014 at 11:52am |
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I started doing a crack at something...it's very NES-like, atm [though not actually a NES color scheme, of course.] Images are single tile and that tiled ad-infinitum. Been awhile since I've done seamless at all...first time doing seamless AND sprite (used to do it for photo textures).
http://imgur.com/a/tawaQ Edit: I'm done editing onto this for now. I'm...not that good; but if you want me to finish, it'll be cheap. I need the practice anyways. Not completely sure this is the style you want either..it's just an attempt. Seriously, LMK if you want me to finish, otherwise I'm done with it. Edited by Bcadren - 19 December 2014 at 7:28pm |
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