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> Tileset 2007: First Release
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Black Squirrel
Posted: May 13 2007, 07:50 AM
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QUOTE (First Beta info)
It might be in a usable form, but please don't use it until I actually finish. I don't want the whole internet to know of its existance as of yet because quite frankly, it's not done and I really don't want to start seeing fangame clones before I even submit this sheet, because that's what happened with the last.

So anyway, this needs work, but I'm completely out of useful ideas and it takes more than one person to spot mistakes. I need any errors reported, and good ideas so I can expand it even further. There are some awful tiles such as the Yoshi blocks and platforms that I already know about, but nevertheless I don't want this to be public until it can the be as perfect as possible.

Don't mention palettes. If you hate it, replace it when the time comes. That involves moving your mouse and using colour replacement tools.

QUOTE (Second Beta info)
Updated to the second beta. This is practically the final version now. I can't see much being changed unless I'm given ideas to expand it or errors are pointed out. C&C really is needed now because I don't plan on working on it for much longer.

QUOTE (Third Beta info)
Third beta... Should contain the majority of things that were required after the last release, plus a few extra things because I'm nice.


First official release. Unless of course there are any further requests to expand. Essentially you can use this as you wish now, BUT PLEASE RECOLOUR THE DAMN THING, and remember to give credit. There's been a bit more added since the last beta as well.

This post has been edited by Black Squirrel on Jun 16 2007, 08:09 AM


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Kenny
Posted: May 13 2007, 08:02 AM
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o_O That's amazing! Never let main siters see this :/


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Microsoft should reply by sending a picture of bill gates ass to jack
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Techokami
Posted: May 13 2007, 08:09 AM
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So far, it's looking great. Except for some problems...

1) I never liked how you segmented things that should not be segmented. Namely, the large switches, large mushrooms, large blocks, and springboards. Sure, that helps keep the spacing on all tiles consistent, but it makes for a bit of a hassle in the end.

2) I've said it before, and I'll say it again: people here are too lazy to do their own recoloring job on your tilesets. Either provide all the pallete variations on multiple sheets, or add in a tutorial explaining HOW to do recoloring in MS Paint. It's a hidden feature, and since the only obvious method is by hand... it's painful. Very long and painful.

Otherwise, things are comming along nicely.


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Raccoon Sam
Posted: May 13 2007, 08:30 AM
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You need to get off your high horse.
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Great job.
I love pretty much everything in it, especially the big Mushrooms.
Great job!


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read it yo
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Trasher
Posted: May 13 2007, 08:44 AM
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JPEG this NOW.
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Demonlemon
Posted: May 13 2007, 08:47 AM
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MY CHILDREN COMETH
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QUOTE (Raccoon Sam @ May 13 2007, 08:30 AM)
Great job.
I love pretty much everything in it, especially the big Mushrooms.
Great job!

He said it better than I could biggrin.gif


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Capt Olimar
Posted: May 13 2007, 08:50 AM
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Looks Good BS, very good.


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Posted: May 13 2007, 08:56 AM
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я имею раж
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WOW! i really like the castle & ship tiles, specialy the crates.
kickass work! soveryhappy.gif


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Black Squirrel
Posted: May 13 2007, 09:10 AM
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QUOTE (Trasher @ May 13 2007, 02:44 PM)
JPEG this NOW.

The reason I haven't as of yet is because of pixel errors that might be present. JPEGing it might cover them up which wouldn't be good. Although I don't really want these to be used right now the main concern is those who refuse to make the effort to recolour.
QUOTE (Techokami @ May 13 2007, 02:09 PM )
So far, it's looking great. Except for some problems...

1) I never liked how you segmented things that should not be segmented. Namely, the large switches, large mushrooms, large blocks, and springboards. Sure, that helps keep the spacing on all tiles consistent, but it makes for a bit of a hassle in the end.

2) I've said it before, and I'll say it again: people here are too lazy to do their own recoloring job on your tilesets. Either provide all the pallete variations on multiple sheets, or add in a tutorial explaining HOW to do recoloring in MS Paint. It's a hidden feature, and since the only obvious method is by hand... it's painful. Very long and painful.

Otherwise, things are comming along nicely.

Yeah I might combine a few of the big item tiles together to save a bit of space but it won't be much - probably just the large mushrooms and switches and possibly the spring boards. Can't do the same for the large blocks because some of the bits might need to be separate (say I wanted to make a wider block etc.).

My original plan was to include a tutorial for MSpaint recolouring, but I left it out of this version due to lack of space (and it wasn't worth making more space for it). I'll most likely include a tutorial in the final version. Something I simply cannot do is make a different sheet for every colour variation... there's just too many. Basically if the person is too lazy to recolour the sheet when neccessary they shouldn't be using it, or making games for that matter, because it shouldn't be that easy. I don't really want to help encourage quickly made games using Ultramario's engine and my tilesets anymore, just quality ones where the authors took time to make it look good.



As for where the big mushrooms and stuff came from, they were edited from results of this funky little utility I found on S2beta (Possible swear warning). It's a quick scaling/rotation utility and really very useful.

This post has been edited by Black Squirrel on May 13 2007, 09:13 AM


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DJ Elly
Posted: May 13 2007, 09:12 AM
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Take off every 'Zan'
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Post it as a pcx file.


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Josiah
Posted: May 13 2007, 10:04 AM
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Just offering up and idea for making the mushrooms stem texture a little more interesting.

Also I think the sheet needs underground, more water, and a few more ghost house tiles.

I will also try fixing up a few things later , anyway this looks great so far


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T-man
Posted: May 13 2007, 10:09 AM
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QUOTE (Josiah @ May 13 2007, 10:04 AM)
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Just offering up and idea for making the mushrooms stem texture a little more interesting.

Also I think the sheet needs underground, more water, and a few more ghost house tiles.

I will also try fixing up a few things later , anyway this looks great so far

You MUST make a realistc Mario Tile Sheet.


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Shanks
Posted: May 13 2007, 10:16 AM
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It's great!

Only thing I don't like is the shading on the mushrooms, but that's just me.


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Kaiser Yoshi
Posted: May 13 2007, 10:21 AM
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Valoo go RAWR
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You know what? You should require that the user gets your permission personally from you before using that. Because if you don't, nobody will ever use a different tileset.


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Black Squirrel
Posted: May 13 2007, 11:31 AM
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QUOTE (Josiah @ May 13 2007, 04:04 PM)
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Just offering up and idea for making the mushrooms stem texture a little more interesting.

Also I think the sheet needs underground, more water, and a few more ghost house tiles.

I will also try fixing up a few things later , anyway this looks great so far

Hawt. I may use that for reference later. Those damn mushroom tiles of mine have been haunting me ever since I realised the palette didn't work too well with them.

I left out underground because it would have just ended up being a repeat of the grassland tiles, but it can easily be made from what's there simply by recolouring. Then again, I might slip in some ones based off the NSMB underground set, depends if I can be bothered to. I wasn't particularly sure of anything worthwile to add to the ghost house tileset since most of it can work nicely with the castle stuff (again with a quick recolour) and water-wise I would have thought all the basic stuff had been covered, other than maybe plantlife.


QUOTE (Kaiser Yoshi @ May 13 2007, 04:21 PM)
You know what? You should require that the user gets your permission personally from you before using that. Because if you don't, nobody will ever use a different tileset.

and then I'd get a flooded inbox wink.gif


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Shyguy Grey
Posted: May 13 2007, 11:34 AM
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I'll never tell
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Those are great.

I feel stupid cause at first I thought all of this was over that door sprite.


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Kaiser Yoshi
Posted: May 13 2007, 01:07 PM
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QUOTE (Black Squirrel @ May 13 2007, 10:31 AM)
and then I'd get a flooded inbox wink.gif

Then you'd have an excuse not to let anybody incompetent use it.

"There were too many requests, and I couldn't answer them all!"


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Black Squirrel
Posted: May 13 2007, 01:55 PM
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QUOTE (Kaiser Yoshi @ May 13 2007, 07:07 PM)
Then you'd have an excuse not to let anybody incompetent use it.

"There were too many requests, and I couldn't answer them all!"

You forget I'm staff - if people overuse this without making any attempt to make it look decent I'll just decline their game* cool2.gif

*Which probably won't work since there's other staff and it's a pretty poor excuse for declining what could be a great game

I can also take it off if it really does get abused to death, but there should be sufficient warnings on the final submission.


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Techokami
Posted: May 13 2007, 05:34 PM
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Well, you said you wanted to get help finding flaws at the pixel level... and it looks like that's going to happen. =P

The turn block tile that is to the right of the set of medium dark SMW-like used blocks has blue on the top left corner.


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Xgoff
Posted: May 13 2007, 06:09 PM
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<):|
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oh my god i'd so use this for MPUZ if it wasn't for the fact that it'd be overused by the time i finished it


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