Sure. Here is a quick tileset of 96x96 pixel tiles. They're numbered with each direction corresponding to a bit position. You don't have to care about that, but i figured it may make it easier to track: North = 1, East = 2, so north+east = 1+2 = 3
There are a few more combinations of splits and joins not in this tileset, but it gives the basic idea. If this looks like it may be something you'll use, let me know and I can easily fill in the missing combinations.
The second image is an example of the tiles in use. Can you get your train from point A to point B? There is only one valid path as far as I know.
I just noticed the specifications do not require diagonal tracks. If you're not married to the idea of having diagonal segments of track, I think you can drastically simplfy the coding work you'll need.
By using sprites that only connect North, East, South, and West tracks (and not diagonal northeast, southwest, southeast, and northwest tracks) then you can simplify the sprites down to 16 versions of 96x96 pixel sprites. No overlapping sprites, no pixel offsets for unusual shaped tiles. Heck, if that sounds like something useful, I can demonstrate exactly what I'm talking about. Let me know. :)
Thanks for the details. That's one question down. Now for the rest of them:
Nothing in the game's specification hints at why these sprites are impossible to work with. What size and shape of sprites are you looking for?
The Unity Sprite Edtior worked just fine for me. What are the details of it not letting you slice the tileset? Any error messages? Or does it allow it, but doesn't divide them like you expected?
It should be 32x32 sections for Xenodora's stuff. What size and shape are you looking for? Unity Sprite Edtior worked great for me (see screenshot)
Slicing these up in something like piskel works great as well. It may help to tell us why it won't let you do it. Error messages? Or does it allow it, but doesn't divide them like you expected?
What is it you're trying to "work around"?
Every game is different but it seems we're expected to already understand the exact requirements of a game you haven't described in detail.
That set consists of 72x72 pixel hexagons, so you could tell unity to slice up the atlas at every 72 pixels. Or you could slice them up into individual images with https://www.piskelapp.com/
Once you have individual sprites, you can place them next to each other as needed. However, because these are hexagons and not rectangles, every other row will need an offset. So the first row will have sprites placed at
(0, 0), (72, 0), (144, 0), (216, 0) ... and so on but the second row will be offset by x+36, y-18
instead of the typical (0, 72), it would start at (0+36, 72-18) and add x+72 as normal for the row after that:
(36, 54), (108, 54), (180, 54), (252, 54) ... and so on.
However, this set seems... incomplete. There are no tiles that allow turning back from an eastbound track to a westbound track. The tracks also seem to align poorly. Is that some of the trouble you're having? It would be easier if these hexagons were biaxially symmetrical so you could simply rotate them to get a new orientation.
You may consider using Xenodora's LPC mine Carts and Tracks instead. It is more of a 3/4 view instead of fully overhead view, but the track segments are designed with tighter tolerances.
Take a look at the suggested attribution text in the FAQ under "Can I use the art I find here? How should I credit the artist?" and let me know if that doesn't answer your question. I'll be happy to fill in the missing information. :)
I believe the license terms you're referring to mean you should include a link to the license itself (ie: https://creativecommons.org/licenses/by/3.0/). Although the suggestion in the FAQ doesn't include a link to the license text, it does include a link to the submission page, which links to the license text. If you wanted to be extra sure, you could use something like this: (text attribution as seen on the submission page's "copyright/attribution notice" section, with raw url's, no hyperlinks)
"6 More RPG Enemies" by Stephen Challener (Redshrike), Blarumyrran and LordNeo Licensed CC-BY 3.0 (httpsː//creativecommons.org/licenses/by/3.0/) and OGA-BY 3.0 (httpsː//opengameart.org/content/oga-by-30-faq) hosted by OpenGameArt.org (httpsː//opengameart.org/content/6-more-rpg-enemies)
or, if your game can display clickable hyperlinks instead of just the raw URL:
Sure. Here is a quick tileset of 96x96 pixel tiles. They're numbered with each direction corresponding to a bit position. You don't have to care about that, but i figured it may make it easier to track: North = 1, East = 2, so north+east = 1+2 = 3
N E S W
1 2 4 8
Here is a breakdown of each row of the tileset:
There are a few more combinations of splits and joins not in this tileset, but it gives the basic idea. If this looks like it may be something you'll use, let me know and I can easily fill in the missing combinations.
The second image is an example of the tiles in use. Can you get your train from point A to point B? There is only one valid path as far as I know.
I just noticed the specifications do not require diagonal tracks. If you're not married to the idea of having diagonal segments of track, I think you can drastically simplfy the coding work you'll need.
By using sprites that only connect North, East, South, and West tracks (and not diagonal northeast, southwest, southeast, and northwest tracks) then you can simplify the sprites down to 16 versions of 96x96 pixel sprites. No overlapping sprites, no pixel offsets for unusual shaped tiles. Heck, if that sounds like something useful, I can demonstrate exactly what I'm talking about. Let me know. :)
Thanks for the details. That's one question down. Now for the rest of them:
It should be 32x32 sections for Xenodora's stuff. What size and shape are you looking for? Unity Sprite Edtior worked great for me (see screenshot)
Slicing these up in something like piskel works great as well. It may help to tell us why it won't let you do it. Error messages? Or does it allow it, but doesn't divide them like you expected?
What is it you're trying to "work around"?
Every game is different but it seems we're expected to already understand the exact requirements of a game you haven't described in detail.
That set consists of 72x72 pixel hexagons, so you could tell unity to slice up the atlas at every 72 pixels. Or you could slice them up into individual images with https://www.piskelapp.com/
Once you have individual sprites, you can place them next to each other as needed. However, because these are hexagons and not rectangles, every other row will need an offset. So the first row will have sprites placed at
(0, 0), (72, 0), (144, 0), (216, 0) ... and so on but the second row will be offset by x+36, y-18
instead of the typical (0, 72), it would start at (0+36, 72-18) and add x+72 as normal for the row after that:
(36, 54), (108, 54), (180, 54), (252, 54) ... and so on.
However, this set seems... incomplete. There are no tiles that allow turning back from an eastbound track to a westbound track. The tracks also seem to align poorly. Is that some of the trouble you're having? It would be easier if these hexagons were biaxially symmetrical so you could simply rotate them to get a new orientation.
You may consider using Xenodora's LPC mine Carts and Tracks instead. It is more of a 3/4 view instead of fully overhead view, but the track segments are designed with tighter tolerances.
Try the same solution
All medals awarded! :)
Excellent challenge. Produced some good content. Congratulations all.
Take a look at the suggested attribution text in the FAQ under "Can I use the art I find here? How should I credit the artist?" and let me know if that doesn't answer your question. I'll be happy to fill in the missing information. :)
I believe the license terms you're referring to mean you should include a link to the license itself (ie: https://creativecommons.org/licenses/by/3.0/). Although the suggestion in the FAQ doesn't include a link to the license text, it does include a link to the submission page, which links to the license text. If you wanted to be extra sure, you could use something like this: (text attribution as seen on the submission page's "copyright/attribution notice" section, with raw url's, no hyperlinks)
or, if your game can display clickable hyperlinks instead of just the raw URL:
@Disthron: for the .7z archive, use 7-zip. for the .xcf files contained within, use GIMP. both are free and amazing tools. :)
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