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World-of-NoeL's avatar

Sirdeka Forest

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Mockup for a game, with 50% transparent tile-based canopy shadows and Photoshop fairies/bugs and algae bloom for SUPER AWSOME FX!!!

For Dormant Sky: www.kickstarter.com/projects/4…
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© 2014 - 2021 World-of-NoeL
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mustafa505's avatar
Man the tiles are amazing! Did you make these yourself?
World-of-NoeL's avatar
Of course! And thank you. :P
NeoNecroNightmare's avatar
This is so awesome and beautiful! My brother is trying to learn how to create something like this. :) Is this for a game? And if so what is the name of it and can I play it! This would be exactly my kind of video game! :D
World-of-NoeL's avatar
It's for an upcoming RPG called Dormant Sky. Keep an eye on it!
NeoNecroNightmare's avatar
Thanks!! I definitely will!
AzKai's avatar
Reminds me of Seiken Densetsu! But to be honest I dislike the 50% transparency... I think creating different shadow tiles would have looked better. More like old school games. But that's subjective :| Overall, who wouldn't love this!? :D
World-of-NoeL's avatar
Well Seiken Densetsu and pretty much every other SNES RPG had transparent tiles, so I think it works fine. :P But like you said, all subjective. Thanks for the comments!
AzKai's avatar
True! I only saw it used in Matango--er, that was Secret of Mana though. Still SNES tho! xD And no problem~
Korwynze's avatar
for which game is this?
World-of-NoeL's avatar
Hmm, not sure I can say just yet but I should be ok to reveal it officially in a couple of days. I'll keep you posted.
Korwynze's avatar
because i think it would be an awesome game
Kradakor's avatar
Sheesh dude! Incredible tileset!

Would you mind telling me about the "rules" for SD3 tilesets that you mentioned over Pixel Joint?
World-of-NoeL's avatar
Just a few things I picked up from a quick study of SD3's art, like how the ground tiles repeat, how the cliff tiles interact with each other (though mine work slightly differently), how nothing has "outer" corners, and a few other things.

The mountain rules would be a bit tricky to explain, but the ground is made up of a grid of 2x2 tile "blocks", with each second column of blocks being vertically offset by one tile. This seems to be how grass, dirt, sand/snow all work in that game. lparchive.org/Seiken-Densetsu-… shows it pretty clearly - see how the "s" patterns in the sand tile vertically but not horizontally?
Kradakor's avatar
Yes, I kinda see what you mean. Thank you for the pointers, I shall take this info to study and practice!
pickledtezcat's avatar
Looks awesome. Is it all hand placed? I'm quite interested in tile/sprites based games, but mostly those that work with procedural generation. I guess you could handle the ledges and multi level parts by having a multi level map array, then place each tile with an offset to represent its height. It gives me lots of ideas. Thanks, very inspirational.
World-of-NoeL's avatar
Yeah, all hand placed. This is just a mockup in Graphics Gale. I build a scene as I'm going to see how the tiles work together.
pickledtezcat's avatar
Cool, I'm trying to teach myself about tilesets.
The ones I've made so far are pretty bland, but I've been mostly focusing on the code to get them to fit together automatically based on a procedurally generated map.
I like the cliffs and bridges, maybe a 3d array would allow them to be generated, and then placed with an offset so they are displayed correctly.

Hmmm.. I'll have to go and try it out. :)
Nebelstern's avatar
"50% transparent tile-based canopy shadows" .. okay why not? ^^ sounds interesting..
anyway, looks very forest-y... in fact: adorable.
Emskeleton's avatar
Wow that looks really cool!
kutoal's avatar
Mate it looks pretty Amazing
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