Lemmings Forums

Lix => Lix Main => Topic started by: NaOH on March 25, 2014, 09:07:33 AM

Title: Retro Tilesets
Post by: NaOH on March 25, 2014, 09:07:33 AM
Hi everybody,

I've noticed that Lix doesn't have enough really dark and foreboding tile-sets. If you look at the original Lemmings, particularly the dirt- and Hell-themed sets, it's quite gritty. Also, there aren't enough non-straight-line pieces. So, taking my lamentation to its logical extreme, I've made an H.P. Lovecraft-inspired "occult" horror set. It's still a work-in-progress, but I have proof-of-concept sludge, skulls, and steel. I've gone a little retro - limited palette and some dithering - to make it feel a little more nostalgic and reflect Lemmings-like constraints, even if it is all original art.

You can download it directly here, or check my deviantart for the same link.

Concept occult level: (edit: more polished level now shown. Both versions included in download. edit2: changed preview image to include hatch's final frame.)



This should look familiar for Lemmings veterans:



So... thoughts?

One problem is that a few of the terrain pieces are slightly asymmetrical. I'm working to make flipped pixel-mask versions of them for perfect tournament balance, especially the 16x16 sludge end-pieces, but the differences are mostly insignificant anyway.

Forest-themed.

(Edit: tileset attached.)
Title: Re: Lovecraftian Tile-set
Post by: ccexplore on March 27, 2014, 10:00:05 PM
It looks really good, in fact it looks pretty completed even if it's still work in progress for you.   I wouldn't be surprised if you start getting requests from other people working on other Lemmings clones to do tileset and related artwork for them. :thumbsup:

One problem is that a few of the terrain pieces are slightly asymmetrical. I'm working to make flipped pixel-mask versions of them for perfect tournament balance, especially the 16x16 sludge end-pieces, but the differences are mostly insignificant anyway.

I'm probably wrong since I haven't been using Lix myself for a while now, but doesn't Lix support horizontal flipping of any terrain pieces in the level editor?  I would've expected that to be a basic feature precisely for the situation you are addressing.
Title: Re: Lovecraftian Tile-set
Post by: RubiX on March 27, 2014, 10:14:14 PM
Yay now forums are back I can compliment your work.
The hatch is especially amazing. 
We have another skilled sprite artist!

Well done NaOH!


Just to show others what multiplayer maps look like in this tileset:  Here is [6p Dooom and Glooom]
Available in my 'Rubix - all multiplayer maps thread'   http://www.lemmingsforums.com/index.php?topic=938.msg19383#msg19383

Title: Re: Lovecraftian Tile-set
Post by: ccexplore on March 27, 2014, 10:30:41 PM
Wait, so the entrance is now "squashed pentagram" and not "hole with tentacles" lke in NaOH's screenshots? ???  Or is that just a side effect of the file rename NaOH mentioned?
Title: Re: Lovecraftian Tile-set
Post by: RubiX on March 27, 2014, 10:34:08 PM
Originally there was no visual for the hatch for frame 1.   Now NaOH added start frames so we can see where the hatch properly spawns.
You were seeing the final frame after the hatch materialized in the other pictures.
Title: Re: Lovecraftian Tile-set
Post by: LJLPM on March 27, 2014, 11:02:22 PM
yes, it's great work, indeed! (and it's cool to see a remake of a Lemmings' level using this tileset!)
Title: Re: Lovecraftian Tile-set
Post by: NaOH on March 27, 2014, 11:34:26 PM
One problem is that a few of the terrain pieces are slightly asymmetrical. I'm working to make flipped pixel-mask versions of them for perfect tournament balance, especially the 16x16 sludge end-pieces, but the differences are mostly insignificant anyway.

I'm probably wrong since I haven't been using Lix myself for a while now, but doesn't Lix support horizontal flipping of any terrain pieces in the level editor?  I would've expected that to be a basic feature precisely for the situation you are addressing.

I foolishly decided to light the terrain from the top-left corner, so flipping the terrain messes up the lighting. On the other hand, maybe weird lighting adds to the bizarre flavour of the tileset?

Quote from: ccexplore
Wait, so the entrance is now "squashed pentagram"(...)?

Drat, it's supposed to look like a horizontally-aligned pentagram seen from perspective, like the hatches. It might make sense if you see the animation. I can make them plain circles if that's better.
Title: Re: Lovecraftian Tile-set
Post by: Simon on March 28, 2014, 12:27:54 AM
This is an amazing set, exploring a fresh theme.

The hatch is an amazing piece of animation, and the pixel art on the exit everything sets a new standard in the game.

<SimonN> the tentacles look very relieved to finally be able to fall through the hole in peace
<NaOH> awwe =D


You were a little concerned whether the limited palette fit into the game, whereas most tilesets don't limit their palette. Compability with existing tilesets is not a must-have. Some pieces from other sets will look fine with it, others will look strange, but that's normal for most sets.

-- Simon
Title: Re: Lovecraftian Tile-set
Post by: ccexplore on March 28, 2014, 12:29:43 AM
I'm probably wrong since I haven't been using Lix myself for a while now, but doesn't Lix support horizontal flipping of any terrain pieces in the level editor?  I would've expected that to be a basic feature precisely for the situation you are addressing.

I foolishly decided to light the terrain from the top-left corner, so flipping the terrain messes up the lighting.

Oh.  Yeah okay, I totally didn't think of that. :-[

But yeah, I was just trying to make sure you aren't doing unnecessary work, but as you pointed out in this case it is in fact necessary.  I really like the lighting and think it contributes a lot to making the tileset look good, so definitely keep it for now even if it means twice the work.

In fact, it might be a good idea [as in, "Hi Simon read this!" :P] to consider having a way in Lix (if not already exist) to automatically identify certain terrain pieces as mirrors of other ones, to cover the exact situation we have here.  The idea is that you can author specific mirror versions of a terrain piece rather than having the editor blindly flip the pixels, and then the editor is smart enough to actually make use the specialized mirror version of the terrain piece whenever available, when flipping a terrain piece in the editor.  I imagine there can be a convention where the mirror version of a terrain piece has a filename starting with the filename of the original, but with some extra letters appended to indicate which mirroring it is for.

Drat, it's supposed to look like a horizontally-aligned pentagram seen from perspective, like the hatches. It might make sense if you see the animation.

Yeah, it's probably fine in animation, I just didn't realize from looking at the screenshots. :XD: I wouldn't worry about it especially since the starting frame is only visible for the first few seconds of playing.  Actually I really should see what the animation looks like.  It didn't occur to me they are different frames of the same thing since the "rim" has totally different colors between start and finish.  Perhaps with judicious use of lighting you can enhanced the 3D feel of the starting frame.
Title: Re: Retro Tilesets
Post by: NaOH on April 07, 2014, 02:21:50 AM
Quote from: ccexplore
I really like the lighting and think it contributes a lot to making the tileset look good, so definitely keep it for now even if it means twice the work.

Thank you! I've made flipped versions of most of the asymmetrical tiles, but there are still a few left. I've been keeping symmetry in mind for the new tiles I've been drawing, especially in trying to minimize the asymmetrical tiles. While there are some more elements to come for the Occult set, here is a forest-themed set I've been working on.



There's not really much you can do with it yet, but it's getting there.

It used to be a jungle-themed set, but it kind of didn't go in that direction, so now it's more forest-y. I tried to draw leaves. Really, I did. It just didn't work out. I couldn't get them to both look like leaves and also look 3d and non-repetitive. Maybe I'll try again some time. Anyway, for now they are basically spraypainted leaves. I might do a coniferous-style, too.
Title: Re: Retro Tilesets
Post by: RubiX on April 07, 2014, 03:15:59 AM
It looks simply beautiful.   That tileset is quality  :thumbsup:
Title: Re: Retro Tilesets
Post by: mobius on April 07, 2014, 03:41:05 AM
holy crap  :thumbsup:
Title: Re: Retro Tilesets
Post by: Clam on April 07, 2014, 10:46:12 AM
Spray-painted or otherwise, those leaves look fantastic, and so do the trunks :thumbsup:

Can't wait to see what the hatch and goal will be :)
Title: Re: Retro Tilesets
Post by: ccexplore on April 07, 2014, 08:46:25 PM
Anyway, for now they are basically spraypainted leaves.

Funny, I actually thought the foliage (particularly the trees) is the best part of your new style. :thumbsup: In contrast the shadings/patterns [edit: maybe "texture" is the better word?] on the rocks feel a little rough in comparison to the foliage and tree trunk's, but maybe that's okay for a "retro" tileset?
Title: Re: Retro Tilesets
Post by: RubiX on April 08, 2014, 12:30:05 AM
I want to play with the forest !
gimme gimme gimme
Title: Re: Retro Tilesets
Post by: Ramon on April 08, 2014, 07:33:29 AM
Concurred, that forest tileset already looks pretty darn awesome. Reminds me of a beast of a level a lot. ;)