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Monday, March 23, 2015 - 21:39

Oh yeah, this tileset looks awesome as all your assets Kenney. Thanks and keep up the good work. Will try some dungeon crawler mockups.

Tuesday, January 27, 2015 - 21:40

Wow, I really like this tileset, this inspires me to grab up my work on my DB16-Tileset. Thanks for sharing.

Tuesday, June 10, 2014 - 09:39

Thanks PriorBlue for your effort so far, looks verrryyy promising. I'm working on the tiny16-basic tiles by Sharm (which uses db16 palette)http://opengameart.org/content/tiny-16-basic
to create a tileset for an RPG game, and your recolored items just fit perfectly.
That also free's me from doing it, as I planned it somehow ;-)
I really like 7Soul's 420 RPG Items, they are awesome, and your preview of them in db16 looks very good.

Keep up the work.

Tuesday, June 10, 2014 - 03:52

I agree with you Sharm, the db16 palette makes the look of your tiles very unique, and most of the tiles in the collection William linked are with 256 colors or more. I think some tiles could be reworked into db16 palette.

As I had some time over the long holiday weekend I tried something out. I did some variations of the floor tiles and especially the wall torch from redshrikes tiles http://opengameart.org/content/16x16-indoor-rpg-tileset-the-baseline

The problem is that the limited color palette makes it really difficult adopting existing tiles with more then 16 colors. Especially when it comes to shading.

Maybe some of these tiles
http://opengameart.org/content/16x16-wall-set
http://opengameart.org/content/16x16-town-remix
can be reworked, but I don't see much of them fitting.

The main issue is the limited palette, which makes it difficult to rework existing tiles, but that is exactly the challenge behind such a limited palette.

Maybe a recoloring with the db32 palette would make more sense?

P.S Here are my tile iterations so far

Wednesday, June 4, 2014 - 04:03

Thanks for the update Sharm. Like Will I also really like your tileset, and I will add your addition to my 32x32 remake (I like 32x32 tilesets more than 16x16). This set is very awesome from its unique looks thanks to the dawnbringer palette.
This tileset made me starting to do pixelart, but I'm not very good at it atm, must practice more ;) Hopefully I can contribute to this awesome tileset, I'm working on some basic items (mostly weapons and shields) but really need more practice.

Some additions I would really appreciate would be more characters in rpg style, like a Warrior with sword/axe and shield, a Ranger with a bow, and a Sorcerer with wand and orb. Ultimately with three different quality looks like maybe:
- first warrior with plain wooden club and wooden shield, no armor
- second warrior with chain mail, helm, metal shield and axe
- third warrior with plate mail, helm with feathers (or similar) golden sword and metal shield

to really support character progression with it outlooks. (this idea is inspired by classic Diablo, it had exactly that visual upgrades based upon the quality of your equipped items)

@Will: If you search for some additions based upon the dawnbringer16 palette look here:
http://opengameart.org/content/dawnlike-16x16-universal-rogue-like-tiles...
http://opengameart.org/content/gem-icons
http://opengameart.org/content/gold-treasure-icons

Also I would like to see your created sprites ;)

Let's keep working on this awesome tileset, it could become something great ;)

EDIT: Found some character sprites here as a rough direction http://opengameart.org/content/700-sprites

Tuesday, June 3, 2014 - 10:46

Greeeeaaaat work as always Kenney. I love all your assets.

Saturday, May 17, 2014 - 11:02

Thanks for these amazing tiles Sharm, and thanks for the 32x32 repack Will. I just noticed that your repack had some mistakes regarding the edging tiles (the red/yellow corners for the red carpet e.g.) and did a repack myself which is 100% compatible with Tiled so one can draw maps like in the preview images. I add my 32x32 repack here for you folks out there. Cheers Edit: I also repacked the character and monster graphics to always feature the standing frame at first, with the two walk animations frame following. ;)

Edit again: Removed the sprite sheet cause it did not fit correctly. See below for new repack.

Saturday, May 17, 2014 - 10:57

Hey Will, thanks for the follow up. Yeah I totally forgot the edging tiles for the sand and grass, these come in very handy. I also thought about ditching out the dialog stuff, cause I want to use a different either, therefore no need for it ;)

Replacing the red/yellow edges with full tiles is a good idea too, that saves some draws. The outer curve edges for sand and grass fit very good in Tiled, but the inner curve edges do not seem to look like in Sharms previews. I fiddle with that a bit, I have some ideas how to fix that. Maybe a negative mask from the outer curve edges, we'll see. Oh and when looking at the original preview, Sharm uses one tile wide dead ends for the sand tiles as well. I'll add them too.

Either way, good work man ;) Oh and the color chart is Dawnbringer's famous 16 Color Palette for Tile sprites, not mine :D And for the 16x16 version, I'll do it after we finished the 32x32 version, that saves some effort.

Cheers!

 

Edit: Ok, I finally managed to create inner curved edges for the sand that look like in the original preview. Did another repack of the spritesheet to fit all in. Here it is in 16x16 and 32x32. As you can see from my previews with the new repack you're able to recreate the original style of Sharm.

Happy tiling! :D