Tile Shaders and Detail [Updated Ver. 2.0 Nov 26]

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Started by Redeker 8 posts View original ↗
  1. Shaders and Accents 2.0 

    Here's why accents and shaders!

    I got tired of boring tiles on large maps so I made a shader tileset. 

    No more boring plains, fields, roads, deserts, etc!

    Use this all you want!  No Credit Needed, I hope to see it in a game~!

    What's new?

    On passable objects (tiles the character can walk) you can use 2 shaders/accents at a time to create combination and variety.

    I added fading in and out foot prints going all directions.  I really like how they turned out.

    Bloody hands and dungeon style tiles.

    I need help!

    This tileset is about 75% complete and I will be updating it.

    The tiles that are in the file WILL NOT MOVE, I will be just adding to the blank spot so you can just save over the old file and it shouldn't hurt your project!

    I need IDEAS on what else I can throw onto this, Please (please) comment below and I'll do my best to comply.

    Here's how to make it work!

    Copy the file to the IMG folder of any project that needs the file (and the orginal NewData IMG folder for future projects.)

    If you make a shadow there character will walk on top of it making solid objects passable.

    To fix this:

    1.)  Goto database (F9) to the grid.

    2.)  The bottom right corner of the tile set (DH_Accents) is blank, change the O to an X.

    3.)  On spots you have accented that you do not want passable click the clear tile making it so the character can not go though.

    ****

    4.)  Do the same thing with shadows or accents you want the character to go behind (like wall shadows or spiderweb,) just make it a STAR instead of an O or X in tileset database.

    Example map:  Top map is standard tiles, Bottom has accents and shadows added.

    AccentExample_1.jpg

    DH_Accents.png
  2. Actually that's a solution I hadn't thought of. Good idea.
  3. I remember when VX came out we used to do something very similar to this because VX didn't have a shadow pen. It's a really great idea to add a little extra detail to your maps. Good work!
  4. This is a great example of how the extra layer in mapping is so helpful. Thanks.
  5. The only bad part is that you have to make 2 diffent layers, which limits alot.
    One layer is for the layer the character walks on.

    The other layer is Non-Passable objects.    Otherwise, the character will walk over shaded areas.

    Oh well, I'll keep working on it.

    :)
  6. The Infamous Bon Bon said:
    Actually that's a solution I hadn't thought of. Good idea.
    Indeed, it's a great idea. Good job Redeker!
  7. In a very "Duh" moment I found a solution, that seriously, was right in my face...

    on the bottom right square of the grid i made is NO graphic, its clear... so in database i made it an X and just put it on top of the shadows that were on buildings and water where you can't walk making an invisible wall.
    It's not perfect, but manageable.

    I'm fixing up this one to only have 2 opacity tones and also more things like... bloody handprints, foot prints, ect that can be easily overlayed to bring a project together.

    no more drab grasslands and deserts!
  8. Revamped.  Ready to Shade.