Skye's Public Domain Tiles

● ARCHIVED · READ-ONLY
Started by SkyeRise 8 posts View original ↗
  1. Hi folks, this is SkyeRise your friendly neighborhood fox. I just started getting into pixel art again after some years of doing other stuff, so I thought I would go and make a place for me to give them away. There isn't much here yet, but the portfolio will be growing. Please note that these are not ready to use but you have to cut and paste them into your own finished tilesets. All of this is done by me unless stated otherwise (in case of RTP edits). The license is (as the title sais) public domain so as long as you don't claim to have made them, do whatever you like. Credit as well as criticism is very much welcome :)

    My dream is to get into restaff as guest artist :D

    Pipes



    Rails

  2. Do I see the makings of a pipe puzzle here?

    Thank you for sharing.
  3. ksjp17 said:
    Do I see the makings of a pipe puzzle here?

    Thank you for sharing.
    Yes indeed and with more bits to come (narrowing, valves, T-piece,...) :D

    I am having a bit of trouble with the flowing water though (especially the O openings pointing towards the screen. But many versions of the pipes (damaged, cracked open, attached to wall,...) and also sewer textures will be coming soon I hope! ^^
  4. Just added railways!

    Usually those are always pretty much weird in terms of perspective so I tried to fix that so it is not so much bird's eye style (which usually totally clashes with side perspective tiles imo). I also put in every kind of switch track needed. Wow, that was a long 3h of work there for something so small :D



  5. I didn't know if it was an optical illusion or not so I measured the pixels and there's a problem with the railroad's width.

    Vertical road has 12 pixels between the rails but horizontal one is 7 pixels only, which explains why it looks so thin.
  6. cabfe said:
    I didn't know if it was an optical illusion or not so I measured the pixels and there's a problem with the railroad's width.

    Vertical road has 12 pixels between the rails but horizontal one is 7 pixels only, which explains why it looks so thin.
    Easily explained if you did read my post of when I added the rails ;)

    Was very hard to achieve, too. Why would a game where you look at something from something akin to a 45° angle from the front and above have rails that are rendered as if you would look down on them? What you describe as an issue is a precicely calculated fix to something ugly and unrealistic I never liked about other tilesets :D

    EDIT: Also the rails are near the bottom of the tiles for easy placement of carts on them ^^
  7. That's the peculiarity of the RPG Maker perspective.

    Some things actually don't look good when a "correct" perspective is applied.

    Look at the road tiles for example. They don't have a different width whether they're horizontal or vertical. That'd be the same with railroads.

    Sure, it looks more like a bird's eye POV, but it still looks OK because I can't "see" the 45°. There's no vanishing point and the top of the screen doesn't show a narrower view than the bottom.

    Since your railroad is done without a visible perspective angle, it doesn't look like you intend it to look like.

    A lot of text, sorry. I'm not sure how to explain in english what I mean.

    I understand what you tried to do, but the engine doesn't work like a real world 45° angle camera.
  8. When you place a mine cart on there that has the perspective, things look a lot better and make much more sense. I will add some soon :)