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Frozztie

21
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6
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A member registered Dec 26, 2023

Recent community posts

sorry bout the very late reply, my computer kind of died on me so taken some time just to get up and running properly again =/

Humn, right now your tile sets are very basic. that's not a problem! its great for a starting set =D but as I understand, you want to go beyond that. so lets talk Pokémon! the older Pokémon games go by the same style as you. blank base (just one colour) but they also do this and this.
on the first one, you see "living" tiles, they are premade to have "stuff" in them, grass, windtrails in sand and so on. the second one is what you are doing, it has a basic plain tile with extra tiles you can randomly add yourself. the first one is more modern, the second one is more retro, both styles are still popular. i prefer the first style because i can have a lot "less" in it and still have a feel of it being alive. but both of them are open for you to add in more things like flowers, shrubbery, trees and so on. you just have to do it a lot more in the second style =P 

not sure my "wall of text" is easy to understand right now xD

with more life i mean things like putting in more tiles with things like grass and flowers and such for the diffrent types of biomes youve created :) not animated tiles, just more things for dirt, maybe dirt paths, road tiles, hard packed dirt, deep//shallow water. stuff like that :) now, dont get me wrong, i think you have an amazing amount of stuff already put in =D

and dont worry bout late replies, they come when they come afterall =P and im not the fastest at repplying myself xD

that works wonderfully :)

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

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)

 

humn, for templates, you could check This Link, its got a bunch of templates for diffrent types of, unfortunately, one of the godot images is broken, but if you go here and click "Assigning properties to multiple tiles at once" you can see the one godot recomends just above it, its the standard template but personaly i prefer this one since i feel its the optimal one.

will the expansion be a seperate pack or an addon to this pack? *peers* now im curious! and will there be monsters and minions and npcs in it? =D

so those seperate tiles, how are they set up? like most tileset with the *entire* "first" set followed by the second and so on? or individual tiles with its entire animation chain? (gods i wish i could doo the 2 peering eye balls here xD)

soo... is this godot firendly? *peers*

had a look at the demo version, its pretty damn... well... gorgeus, are the animations just stills? im curious cause i kinda want this xD

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 :)

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


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)

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

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 have a look on monday =3

im working this weekend and usualy arive around 10pm at home so im kinda fatigued xD i bike to and from work and it takes its time =P

but to be quick on it.

Ninja Adventures has a really good tilemap you can have a look at, This is the Asset pack its called "Tileset Floor".  This Video goes thrue how to use it for auto-tiling. probably the best video on auto-tiling ive see

For the water//dirt tile i would recomend something like a sandwall barier making it look like tha dirt is just above the water with some small rocks or something seperating them, could be done the same way you did in your rpg-maker file called "A2_terrains_RPGMaker" on the dirt//grass tiles.
for now, just have a look att the links i sent you and ill have a look att what youve made on monday =D
im looking forward to it ^^'

why in the name of F cant i like this message xD

Seriously man! thats genious!

so next question about tilemaps for you then =P have you thought about combination tiles? they are tiles with two diffrent sets on them. for example, water tile and dirt tile, that way when you autotile, and you drag dirt thrue water, it automaticaly adds tiles made to be like a sandbank or however you set it up =P youve kinda done it in therpgmaker tileset for grass and dirt and water and dirt but id love to see you expand on it :3

oh and have you thought about adding "random" tiles? its just adding something like a few grass tiles with a diffrent look to them, like grass in diffrent types or small flowers.

like this image. everything thats not dirt, bright/dark-grass is "random" tiles. belonging to said sets. it gives a completely diffrent feeling of life to the tiles :3


your awesome man ^^

for the slime, you could just make one long sheet, like with the npc villagers =P

humn, i could give you some tips on your tilesheets too, as they are now theres no  real posibility to properly auto-tile with them in Godot. the rpg-maker one you did is a good start! but its lacking some corner and mid tiles =Pi could give you links to two free asset sets with auto-tiling tilesets if you wanna have a look?
https://docs.godotengine.org/en/stable/tutorials/2d/using_tilesets.html#creating...
however has the documents for autotiling, "Creating Terrain Sets (Autotiling)" (quick link in the left bar) has some visuals but eehh, they are boring xD bbut if you do them like that, and someone sets up auto tiling with them, they can do some pretty awesome work in their game :3

but yeah, dont overwork yourself man! burning yourself out isnt good for your health and its detrimental to your work, take your time and have fun =D

Humn, i had a look at it, i like it ^^
first, sorry about the wall of text D=

some small recomendations, this is 13long, 24 wide sheet, wich means theres gona be alot of deadspace in it, on the first row you have 20 empty frames. when you make a full sprite sheet you dont want anmy empty spaces, so make every row have the same set of animations, when you hit the number you set, like 24 in this one, you break, if your animation set like the attack one hits 16, you start on the next set so sprite 17 gets filled. a constant flow and no dead spaces. and id say have the attack effects seperatly, when you put this in godot those last ones brake of and dont fit with the rest. and err, theres a 311 sprite fields in that spread sheet and 206 of them are empty =P

and im sorry about the wall of text ;_;

your awesome man ^^

consider away =D its your work after all ^^' but yeah, I like your stuff so im looking forward to more from you =D

No worries and no stress man ^^

its only cause im lazy (and blind, aparantly) it seems =P just found a way to change sprites and lock them to animations but its fiddly and not very intuitive xD

have you thought about making attack/harvest animations without weapons or tools in them? that way you could change what kind of tool or weapon you are using instead of changing the sprites, so you could have the same animation set for sword, axe, spear or hammer, pickaxe fishing rod and so on.

if i could id like to make a request though, could you make a single charcheet with all the animations on? makes it less fidly with Godot =P having to make several sprites/per animation set is hell since i dont know any other way to add several gifs to one body =P

no worries man!

you go do your thang and take your time ^^

i like this.
gave you enough to reach your goal for it since its worth it just looking at this and the "expansions" youve got.

only things missing from this is a jump and a death scene, but otherwise i love it.