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you have alot of potential my man :) so im only glad to help ^^ after all it helps me too =P that and ive had a couple of artist friends over the years and ive gotten kinda used to giving appraisals, tips and help xD i cant do this stuff myself but ive got a pretty good eye for it it seems =P

so im having a look att your new stuff while waiting for a meeting to start =P I like what you did with the sprite cheets! its really good! the black squares are kindof unnecesary, but i also like them because it marks of where each "set" ends. wich is good cause it can get confusing. Most however, dont do anything like that.

on the autotiling its pretty good! ima gona try using them for a test project and see how they fare.

*Some Time Later*

So! the one called godot 1 is no good. its lacking some features needed to be good. 

now, if you look at the 2 to the right you can see that they have "things" in the middle, these mark of certain areas that are conected, in your case it would be another "dirt" collor spot. its for the edges, so say you can connect even more areas with "empty" space between them. not sure how to explain it but err... on the one with the empty spot, black in your case, grass in the other, there should be next to it 2 tiles with 2 "dirt" sports,  left one should be one spot on top left and one spot on bottom left. while the one below the spot should have one on the top right and one on the bottom left. ehmn...  To be honest, i cant see the diffrence between godot 1 and 3, they look identical to me =P and you really only need the Godot 2 one. all the tiles that are in the nr 1 are also in the nr 2 and nr 2 has tiles that nr 1 does not. 

TLDR tileset 2 is a expanded version of tileset 1

ill be deleting this vid after youve seen it since its... well, just to show you =P

Seen it, it was helpful! Thank you C:

Hi! I think that I got it right this time, try the new version and let me know if it still doesn't work as intended C:

Thank you so, so much for the compliments! I'd love to work in the game dev industry both as an artist and as a musician, that's why it's necessary for me to improve and get feedback : D

new version? i havent been notified of a update =P

I can understand the dream and ill gladly help as i can ^^

humn, so question, could you make a sprite sheet for just water? with all the animations? the ones in the crystal ground expansion =P as it is now i have to set up animations for each and every one of those (not hard really) but i cant really randomise them.
i made a REALLY bad video showing what i mean =P

but anyways, as it is now, each animation is a seperate file. not really a problem, setting them up is easy.but, what i do at the end there with the other things (ignore how badly it looks, im to lazy to set up layers properly so the positioning is, well, wrong =P thats why they show up weirdly.) but there, i can select several items, make an area, and have them randomly created. with the things like waves, fish and such, i cant do that. i have to go in, pick each one manualy and manually place them. (as shown in the video)
now, if they are in the same area as autotiling, i can add them to the auto tiling manually and then have the autotiling create them in any area surrounded by water. (i just set plain water as a 1 and the other tiles as something like 0.1 or 0.3 depending on how often i want them to show up, easy peacy)

so had a look att the new version, its good! but you deleted the one thats better =P

so the right one is the old one i used and the eleft one is the new one you just up loaded.  as you can see the right one looks uniform, the left one doesnt, so where the edges connect to lines they are kinda diffrent sizes wich cause visual interuptions


So, I made the spritesheet with all the water animation, let me know if you need some other things to be added or modified!
I also ri-uploaded the old tileset for godot, and I swear I don't know why is it better but I'll figure it out ahahah
I also made another version for the autotile, let me know if it's good or not C:

for the tilesheets, im pretty sure they have the same number of tiles, so i guess its a matter of prefference. but its also easier to make and easier to use and understand. if you look at the picture i showed you can see the diffrences in production, so i thinkk its easier to produce uniform tiles of the same size so you dont get those diffrences in production.

im having a look at the water tile. its err, not optimal. for this node, you want to do like you do with the ordinary tileset where you have items and trees and such. this is not an "animated sprite" tile, this is a tilemap, if you brake it of like you do with sprites, you cant animate them in godot (if you can, i dont know how) see, the way the animation works is that you mark the first in the set, pick it, then add "frames", the frames move in a lateral direction, so if it brakes of, the frames wont add, its a dead end so you cant animate it.

I made another video showing the proces, i hope the videos help xD

i havent tested the new autotiles but from looking at them i can see that the nr 2 is better than nr 1, but i can see the use of both. however  i wouldnt use the one with thick lines for autotiling personaly, but i can see its use in making thicker lines of grass :)

Ok, I don't quite understand what's the problem with the complete tilesheet animation for the water, it's a problem of positioning the sprite up above? Should I center them? 
For the autotile, so I should begin to autotile the other tileset?

understandable, if i added my mike and spoke to the recording or if id been smart enough to realise the mouse pointer wasnt beeing recorded it would have been better xD

but yeah, then making animations, each "frame" you add incoporates the following right fram into the animation, if the animation brakes of like it does in theese you cant add the following that are under it. to the animation, so you get a broken animation set. so for theese kind of tilesets you want them in unbroken rows, so say you do like youve done with your rpg-maker tileset, you know with the trees and flowers and such, you would ad theese at say the botom or something, like xxxxx *empty* xxxxx *empty* xxxxx *new row, rince, repeat* where the x's are the first to last in each frameset. if you look att the below picture and look att the water, those 4 are an animation set, so you owould just ad a empty behind then put in the next set. just dont brake a set, move the entire row if you dont have room for all of them behind eachother (in each set that is)

 

Ok, I think it's ok now, if it's not let me know and I'll fix it right away C:

that works wonderfully :)

so have you thought about adding "life" to your spritesheets?

I don't know why it didn't send the reply lol, sorry for the late response.
What do you mean by "life", like more animals, monsters, animations? Right now I'm adding more stuff for the interior, but I can do it next C: