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Reply to Re: Tile using Tutorials

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March 3rd 2012, 12:58 AM
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Paul
Peasant He/Him United States
 
You mean the large building and dense tree tiles? Those are the only ones that have "corresponding sprites" as far as I recall.

Here's a tutorial on the trees:
1. Take the 4x4 block of tree tiles and stamp it right in the middle of the screen.
2. Place the 4x2 block of tree base tiles below it.
3. Place the tops-of-trees sprite above it.
4. Place sides-of-trees sprites on either side of it.
5. Make the tiles under the side-sprites fully hard.
6. Place a row of bottom-half hardness where the bottom of the tree-top sprites are. (That is, on the second row of the screen.) You should now have a closed box of hardness.

Now that you have the basics, go through those steps again with these substitutions:
1. Make a plus shape with 5 copies of the 4x4 tree tile block. (This will span a few screens, obviously.)
4. Take a sides-of-trees and clip it so it shows only one tree. Place these as needed, then do the other side. (This makes it easier when dealing with more complex shapes.)

And repeat once more using whatever layout of tree blocks you want in step 1. But remember, you have to make the whole forest using that 4x4 grid. If you try to stagger or overlap tiles it will get weird and probably ugly.

Now you can make forest just as good as in the original games... however there's still room for improvement. You could make the hardness a bit nicer, by rounding off the corners. And I would tweak the depth que of the side spites so it looks better when you brush against them. The que should be about the y-position of the base of the trunk.

So that's trees. I probably made it sound complicated, but it's actually easier done than said.

The buildings on the other hand really are all kind of a pain. My best advice is to examine the buildings in the original game (or a D-Mod) and see how they were put together. When you're ready to build something from scratch, it's just a matter of examining the pieces (both tiles and sprites) and finding which edges do or don't fit together in a way that looks natural.