Lemmings Forums

NeoLemmix => NeoLemmix Styles => Topic started by: Gronkling on February 05, 2016, 02:28:01 AM

Title: Gronkling's Tilesets
Post by: Gronkling on February 05, 2016, 02:28:01 AM
This thread is for any tilesets I create.

Tileset 1 - MENACING

(http://i.imgur.com/n99dU5y.png)

Based off the menacing special level.



Tileset 2 - Beast II

(http://i.imgur.com/yhYvTRE.png)

Another based on a special level, this time Beast of a Level II



Tileset 3 - Cyber

(http://i.imgur.com/AdfUmuF.png)

Futury style with lots of water/fire shapes and conveyor belts.



Tileset 4 - Slime Castle

(http://i.imgur.com/Ls4vZyj.png)

A contrast between straight edges and lumpy ones here.
Title: Re: Tilesets based on special levels
Post by: Proxima on February 05, 2016, 02:29:52 AM
I did this back in the Cheapo days -- the results should be somewhere in the conversions of Cheapo content to NeoLemmix that others have done. If it doesn't turn up, I'll have a look for the files.
Title: Re: Tilesets based on special levels
Post by: namida on February 05, 2016, 02:33:28 AM
Looks awesome! When these are finished, I'd be glad to add them to the list of addon style packs on the NeoLemmix website. :) I especially like how you've adjusted the steel's color to suit the set!

I did this back in the Cheapo days -- the results should be somewhere in the conversions of Cheapo content to NeoLemmix that others have done. If it doesn't turn up, I'll have a look for the files.

Not sure that I remember seeing this one. At any rate, made-for-NeoLemmix is generally preferable.
Title: Re: Tilesets based on special levels
Post by: Gronkling on February 05, 2016, 12:54:31 PM
Thanks!!

Here is one made from beast II, this one's a bit less flexible than menacing so I'll most likely add some more custom terrain later.

(http://i.imgur.com/umH2N0e.png)

The other two special sets don't really have enough to make full tilesets from so they will have to have a lot of custom terrain to work really. I'm going to focus on making these first two sets complete first.
Title: Re: Tilesets based on special levels
Post by: IchoTolot on February 05, 2016, 01:03:49 PM
Oh Boy! This looks great :thumbsup::thumbsup:

I love custom tilesets and these ones are a great idea that was overlooked completely for too long! :) Will definitely try them out when you finished them all up completely + did the stuff you said like

"I'll most likely add some more custom terrain later"

Title: Re: Tilesets based on special levels
Post by: Gronkling on February 05, 2016, 06:47:00 PM
Menacing tileset now done properly!
Added some blobs of terrain that can fit together dirt style, so you can create some more substantial pieces of land. Also custom objects that I'll show below.

(http://i.imgur.com/Uge89Ec.png)

Now you can... drown in blood

(http://i.imgur.com/IHc1yia.gif)

...get chomped by skull demon

(http://i.imgur.com/StU5P1D.gif)

...get (messily) eaten by a snake

(http://i.imgur.com/Nxezrei.gif)

...and go to heaven!

(http://i.imgur.com/fzYEMsY.gif)

(Added the updated version on this post and the original)
Title: Re: Tilesets based on special levels
Post by: LJLPM on February 05, 2016, 09:46:31 PM
Superb!!!!!!!!!!!!!!!!!!!!!!!! Great Work!!!!!!!!!!!!!!!!!
Title: Re: Tilesets based on special levels
Post by: Wafflem on February 06, 2016, 05:16:19 AM
This is EXCELLENT! :thumbsup:

I am really excited to see what you will do for the rest of the tilesets! How did you do these? Did you design the snake/skull demon/blood yourself, or do they also come from the game Menace? Either way, you did an awesome job with the animation!

I also like how the one-way arrows are pointing fingers. :laugh: Shouldn't there also be one-way down arrows?

There is a minor typo - the preplaced lemming object should not be two lemmings stacked up on one another as displayed in the editor.
Title: Re: Tilesets based on special levels
Post by: IchoTolot on February 06, 2016, 10:46:36 AM
Looked at the tiles and this is looking very very good :)

Yes, as DynaLem said the pre-placed Lemmings are displayed wrong, but this should be an easy fix.

Btw: Maybe you could even add some updrafts to the tilesets ???
Title: Re: Tilesets based on special levels
Post by: Simon on February 06, 2016, 11:48:14 AM
Love the biting, muscular snake. Everything is carefully sprited and fits together. Congratulations!

-- Simon
Title: Re: Tilesets based on special levels
Post by: Gronkling on February 06, 2016, 01:02:00 PM
Thanks! Yeah I drew the objects myself using the colour palette of the rest of the tileset. I'm not quite used to the new neolemmix features but I fixed the bugs (new update attached to first post and this one)
Title: Re: Tilesets based on special levels
Post by: Proxima on February 06, 2016, 03:26:01 PM
Hoping that you can make use of them, here are the tiles from my Cheapo version of this idea.
Title: Re: Tilesets based on special levels
Post by: Gronkling on February 06, 2016, 11:41:17 PM
Yes that's a help, I'm going to use that big tree and some of the rocks in the Beast II tileset. I've got all the terrain for that done now, you can see a lot of it here:
(http://i.imgur.com/GSA1nN6.png)

I made those vertical tree trunks and some of the rocks such as the tall bit on the left. Now I just have to make the objects and this one will be done too :thumbsup:
Title: Re: Tilesets based on special levels
Post by: mobius on February 07, 2016, 03:50:48 AM
awesome amazing work guys :o:thumbsup::thumbsup:

next time I make a new level I'm going to try using one of these sets!
Title: Re: Tilesets based on special levels
Post by: Gronkling on February 07, 2016, 06:38:26 PM
The Beast II tileset is now complete!

(http://i.imgur.com/yhYvTRE.png)

The custom object experiences here are...
Drown in the still lakes and waterfalls...
(http://i.imgur.com/Hk6Y9qv.gif)

Watch out for the weasel thing...
(http://i.imgur.com/NH0B6D1.gif)

And enter the tree stump featuring the psygnosis owl
(http://i.imgur.com/aOuu0jZ.gif)

(And also a generic squasher trap)

Tileset attached to this post and the top one!
EDIT: Fixed weasel hole animation
Title: Re: Tilesets based on special levels
Post by: Simon on February 07, 2016, 06:45:28 PM
Watch out for the weasel thing...

Hnaaaah, so cute! Cutest trap in the entire game.

The weasel's cave is shaded slightly differently in the anim than it is during the still frame. Nothing else I can criticise after watching it 20 times. <3

Very interesting take on animated water. A unique style that works amazingly when constained to a coarse resolution.

-- Simon
Title: Re: Tilesets based on special levels
Post by: Gronkling on February 07, 2016, 07:32:01 PM
Thanks, I fixed the animation so now it should be better ;) (The new version is just attached where the old version was) The GIF of it was also updated to the new version.

(http://i.imgur.com/NH0B6D1.gif)
Title: Re: Tilesets based on special levels
Post by: Simon on February 07, 2016, 07:35:29 PM
Bug is fixed! Again, lovely set. It's a joy to watch the anims.

-- Simon
Title: Re: Tilesets based on special levels
Post by: LJLPM on February 07, 2016, 07:56:52 PM
Professional work. It's impressive! :)
Title: Re: Tilesets based on special levels
Post by: RubiX on February 07, 2016, 08:06:04 PM
Awsome work here!
Title: Re: Gronkling's Tilesets
Post by: Gronkling on February 12, 2016, 12:29:53 AM
First tileset from scratch! A sort of cyber chemical plant one.

(http://i.imgur.com/AdfUmuF.png)

This set doesn't have any distinct traps, but rather has diverse fire/water. It also has conveyor belts, which are re-purposed one way fields.
Title: Re: Gronkling's Tilesets
Post by: namida on February 12, 2016, 12:30:58 AM
WOW! That looks awesome, and very Lemmings-y!

How do the conveyor belts work? Placed over (presumably steel) terrain, with a trigger area that extends just over the surface?
Title: Re: Gronkling's Tilesets
Post by: RubiX on February 12, 2016, 12:37:55 AM
wow tileset talent! keep it up
Title: Re: Gronkling's Tilesets
Post by: Wafflem on February 12, 2016, 02:53:11 AM
:lem-shocked: :lem-mindblown: How do you manage to do that??? It must have taken a lot of talent to draw all these terrains, let alone animating the objects! :thumbsup:

The chomping demon mask and the snake in Menace, the weasel trap and waterfall in Beast II... :lem-mindblown: I can't wait to see what other tilesets you will do, as well as the Awesome and Beast I tilesets!

The conveyor belt as one-way fields is a very clever idea! :thumbsup:

I will be very happy to use these tilesets in a future project once I finish DynaLems, as I am already working with so many tilesets.

An object suggestion that will go very well with the cyber chemical tileset: locked exit/unlock buttons.
Title: Re: Gronkling's Tilesets
Post by: namida on February 12, 2016, 02:54:37 AM
Quote
An object suggestion that will go very well with the cyber chemical tileset: locked exit/unlock buttons.

It's the perfect kind of graphic set to have a radiation object, too. :P
Title: Re: Gronkling's Tilesets
Post by: Simon on February 12, 2016, 03:47:16 AM
Good luck pushing this neat set!

Even though I'm no match as an artist, I have a secret hint for spriting: Don't be afraid to use light and dark colors within the same tile, or several different hues within the same tile. Things will look more engaging. Compare my boring 2006 bricks (left) with geoo's nice construction bricks (right).

(https://raw.githubusercontent.com/SimonN/LixD/master/images/simon/brick/bricks2.png) (https://raw.githubusercontent.com/SimonN/LixD/master/images/geoo/construction/wall/big_128x64.png)

-- Simon
Title: Re: Gronkling's Tilesets
Post by: Gronkling on February 12, 2016, 09:29:18 AM
Thanks! I cleaned up the first post, and re-named the sets for the new guideline.

Quote
How do the conveyor belts work? Placed over (presumably steel) terrain, with a trigger area that extends just over the surface?
Conveyor belts work just as you said, trigger area over surface on steel.

Quote
Don't be afraid to use light and dark colors within the same tile
I'm limiting my colours to a classic sized palette on purpose, to me it looks better. (I secretly prefer the bricks on the left)

I'm actually designing these partly for my own use for a level set I'm planning ;) So I'll add more objects if I ever use them.
Title: Re: Gronkling's Tilesets
Post by: LJLPM on February 13, 2016, 09:14:56 AM
You really succeeded in capturing the Lemmings spirit with this one! Superb (as usual :))
Title: Re: Gronkling's Tilesets
Post by: Flopsy on February 15, 2016, 09:24:49 PM
Wow, those graphic sets look amazing. I particularly like the additional traps you've added to Menacing and Beast II :thumbsup:

Only just started thinking about making my own levels and these graphic sets are just inspiring me more.

Just one question if you're making your own levels, do you lot know what you want to make (on paper) when you start designing or does it fall into place as you're making/messing around in the Neo Lemmix editor?
Title: Re: Gronkling's Tilesets
Post by: namida on February 15, 2016, 09:29:34 PM
Flopsy: While you're welcome to (indeed, I encourage it) discuss that, I would recommend creating a new topic (probably best place is the Level Designing board) for it. :)
Title: Re: Gronkling's Tilesets
Post by: Pieuw on February 16, 2016, 10:36:14 AM
These look awesome Gronkling! You never cease to impress :thumbsup:
Title: Re: Gronkling's Tilesets
Post by: NaOH on February 17, 2016, 06:19:40 PM
Woah, wow, this is some really fantastic work. The new traps are really fabulous; your fluid animation of the weasel snatching the lemming away actually made me gasp.

Your constrained palette choice is a good choice. The aqua highlights complement the earthy tiles nicely.

I want that chemical plant set in Lix, so I can play around with it! The resolution wouldn't fit quite right though. :/
Title: Re: Gronkling's Tilesets
Post by: 607 on February 19, 2016, 08:29:21 PM
Wow! While I'm not a fan of the horror tilesets and probably won't use the first two, I got to say all three look amazing! It looks great, pretty much flawless from what I've seen.
The animations are really smooth too, great job!
Oh, and one more thing: I'm really impressed with how much the third one feels like Lemmings. I've seen many great tilesets, but most have something that makes it feel like it doesn't go with the original tilesets very well. That's why I like to use the Lemmings Plus tilesets: to me, they fit in better than most others. This one, though: incredible! It really looks like something you'd see in the original Lemmings games, it fits the atmosphere and style so well!
Title: Re: Gronkling's Tilesets
Post by: IchoTolot on March 05, 2016, 02:00:36 PM
Ok, as these tilesets seem finished now without major updates that shake up existing stuff -----> time to create some serious stuff with them 8-)
Title: Re: Gronkling's Tilesets
Post by: Gronkling on March 10, 2016, 12:40:06 AM
New original tileset! This one's a castle with SLIME :8:()[: :8:()[:

(http://i.imgur.com/Ls4vZyj.png)

Tileset attached to this post and the original as usual.
Title: Re: Gronkling's Tilesets
Post by: Gronkling on March 13, 2016, 01:21:25 AM
Small update to Cyber tileset, added a distinct trap (because I needed one in a level I was making). Also removed the secret level trigger. Tile order hasn't been changed at all so will be completely backwards compatible!

(http://i.imgur.com/yMUNE9w.gif)
Title: Re: Gronkling's Tilesets
Post by: 607 on April 02, 2016, 06:02:13 PM
New original tileset! This one's a castle with SLIME :8:()[: :8:()[:

(http://i.imgur.com/Ls4vZyj.png)

Tileset attached to this post and the original as usual.
:o That looks so great!!
Title: Re: Gronkling's Tilesets
Post by: grams88 on April 05, 2016, 10:32:31 PM
Those do look very nice indeed. :thumbsup:
Title: Re: Gronkling's Tilesets
Post by: Nepster on June 17, 2016, 05:51:05 PM
May I request a slight change to the one-way arrows of the Slime Castle tileset: Move the middle row of arrows two pixels to the right.
Reason: Currently the middle row is 4 pixels right of the upper row and 8 pixels left of the lower row. This still allows for horizontally overlapping one-way pieces. However only a very small vertical overlap is possible! But changing this to a constant shift of 6 pixels per row would give much more flexibility in this regard.
Title: Re: Gronkling's Tilesets
Post by: Wafflem on January 26, 2017, 06:27:50 PM
Just want to let you know that you may want to post an updated version of your Cyber tileset in the NeoLemmix auto-downloadable submissions topic. When I downloaded the Cyber tileset from the NeoLemmix auto-downloadbles, it gave me a version that still has the secret level trigger instead of the triggered trap.
Title: Re: Gronkling's Tilesets
Post by: Gronkling on January 28, 2017, 12:55:42 PM
I updated all my styles on this page, so they should be fully compatible with new neolemmix versions. The trap in Cyber should work now. Also I made the trap and steel in Slime more visible.
Title: Re: Gronkling's Tilesets
Post by: GigaLem on January 31, 2017, 06:49:16 AM
Is it alright if i can critique Minimal here?

anyway

+
Very polished for being a simple set.
The part pieces make it very fun to use. Its like building a tileset within the editor

-
Needs a few objects, Mainly Pickup skills, OWA Down, and at least one trap, and yes i know, mixing tilesets is a thing but I don't want to do it if im making a level pack where i have tileset i only use as a means for a missing object.

Otherwise, Fantastic set
Title: Re: Gronkling's Tilesets
Post by: namida on January 31, 2017, 06:57:03 AM
Quote
Needs a few objects, Mainly Pickup skills, OWA Down, and at least one trap, and yes i know, mixing tilesets is a thing but I don't want to do it if im making a level pack where i have tileset i only use as a means for a missing object.

Then use these objects from one of the many sets that is included with NeoLemmix. Then you don't have to include it.
Title: Re: Gronkling's Tilesets
Post by: Gronkling on January 31, 2017, 12:25:20 PM
Here you go Giga Lemming :laugh:
Title: Re: Gronkling's Tilesets
Post by: GigaLem on February 01, 2017, 03:59:20 AM
Here you go Giga Lemming :laugh:

Ah thank you

Edit:That's weird I got the update but nothing was changed Unless this was on then again, I dunno
Title: Re: Gronkling's Tilesets
Post by: Wafflem on May 08, 2017, 06:34:01 PM
Found some major typos in the Minimal graphic set:

The pickup skills and one-way down arrows are all terrain objects. Also, why is there a picture of a mouse trap?
Title: Re: Gronkling's Tilesets
Post by: Gronkling on May 08, 2017, 06:39:31 PM
Needs a few objects, Mainly Pickup skills, OWA Down, and at least one trap

gigalem asked me

(it was supposed to be a joke but i dont think anyone found them before it became irrelevant lol ill probably remove them if i ever update the tileset again)
Title: Re: Gronkling's Tilesets
Post by: GigaLem on May 08, 2017, 11:14:40 PM
Might as well do that soon, also if you need a an idea for a Minimal trap, come to me ;)
Title: Re: Gronkling's Tilesets
Post by: GigaLem on November 06, 2017, 04:41:55 AM
Decided to add some stuff to finish this set
-Removed the joke pieces
-Added a trap
-Backgrounds (simple ones ;) )
-Pickup skill
-One way down arrows
-Fixed the trigger area for entrance and exit

You're welcome Gronkling
Title: Re: Gronkling's Tilesets
Post by: Wafflem on November 23, 2017, 08:23:08 PM
For those who want to use the Minimal tileset for the New NeoLemmix format, I have converted it accordingly. The only change I made is that I fused the exit and the exit top together. I have also included a translation table.

Also, due to the trap using a custom sound, and that the Graphic Set Converter does not extract sounds (only the terrain/objects), the sound file is not included in the ZIP. To GigaLem: please post the trap's sound file in this topic as well.
Title: Re: Gronkling's Tilesets
Post by: GigaLem on January 16, 2018, 08:20:29 AM
If you still use the old format, I fixed something that was missing in the set
-Trigger area for one way arrows
Title: Re: Gronkling's Tilesets
Post by: Gronkling on July 17, 2018, 11:01:29 PM
alrite i have the new neolemmix version and theres some problems with my tilesets

minimal should have a plain black background by default, definitely not the grey it has right now

theres a set called "tancastle" credited to mobius, but its just a direct recolour of one of my sets so should have me as a credit too, or remove it entirely if no one has ever used it cos mobius said it was unfinished anyway

theres a bunch of sonic rip tilesets that i have no memory of making credited to me, and i dont want my name tied to those anyway so just make the credit say "no author" or "sonic team" or something
Title: Re: Gronkling's Tilesets
Post by: Strato Incendus on July 18, 2018, 07:34:45 AM
I have used tanCastle in several of my levels. I always thought that was the original, and Slime the recoloured one :/ . But it makes sense that they're all part of your series.

Anyways, this is just me obviously advising against the removal of tanCastle.

Also, I was wondering whether all graphic sets from Old Formats had already been transferred to the New Format. So now I know that's definitely not the case for all of your tilesets, thanks for the info! ;)

Makes me feel even more justified in having created Lemmings World Tour for Old Formats, despite the occasional crashes resulting from excessive graphic set mixing :evil: !
Title: Re: Gronkling's Tilesets
Post by: grams88 on July 19, 2018, 09:54:26 PM
I wonder if the neolemmix one picks a random background, I remember using the editor and I remember somehow getting random background colours.
Title: Re: Gronkling's Tilesets
Post by: Strato Incendus on September 29, 2018, 09:31:47 PM
Okay, so I redownloaded the styles for New Formats, and found that Gronkling's Ancient tileset has actually already been converted - however, it has been split up into two graphic sets: "Angel Island" and "Chaos Angel".

This makes conversion of Old Formats levels using the Ancient tileset impossible, because there is no such thing as an Ancient graphic set anymore, even though the same pieces of terrain are used.

I did start making a conversion of Ancient myself, and with that the New Formats editor is able to read Ancient levels perfectly fine. But of course, it would be a bunch of duplicated pieces if I were to upload that.

Are there any specific reasons for the split of Ancient into two graphic sets? And if so, would you mind a "complete" Ancient tileset?

Otherwise, no Old Formats level using Ancient will ever be able to be converted. :/ And as I've stated repeatedly, for Lemmings World Tour, Ancient may just be the most important graphic set of all...
Title: Re: Gronkling's Tilesets
Post by: GigaLem on September 29, 2018, 10:24:07 PM
The sonic sets the groinkling made will be going under the "Sonic_tileset" name now, and some sets have been split into two
Title: Re: Gronkling's Tilesets
Post by: Strato Incendus on September 30, 2018, 08:59:21 AM
Yeah, but why? As far as Ancient is concerned - and the conversion of Old Formats levels using it - I only have two options:

1) Add in a separate conversion of the entire tileset, so that there are duplicate versions of identical terrain pieces (Ancient, Angel Island, and Chaos Angel).
2) Leave things as it is, meaning Lemmings World Tour won't be possible to convert at all.

The latter would of course mean less work for me :D . If that is our consensus, though, I don't want to hear any complaints about LWT being Old Formats anymore... :P

The main reason a conversion would be useful is to reduce the number of crashes of NeoLemmix due to heavy tileset mixing. But the Ancient tileset is involved in almost all of these mixed-tileset city levels, so without it, that endeavour would be pointless.
Title: Re: Gronkling's Tilesets
Post by: 607 on October 05, 2018, 03:56:50 PM
I'd participate in the discussion, but I frankly haven't been following the NeoLemmix developments, so I'm unclear on what's going on. :P
Title: Re: Gronkling's Tilesets
Post by: Strato Incendus on October 17, 2018, 02:05:54 PM
So, I've manually edited my translation table for grnk7_ancient so that each piece gets replaced with its proper counterpart from angelisland and chaosangel. It is attached, for anyone who still has remaining levels including the Ancient tileset that you wish to convert to New Formats.

@Gronkling: How did you convert your own levels featuring this tileset to New Formats, anyway? If you already have functioning translation tables for grnk6_electric and grnk8_digital, I'd urge you to upload them.
Title: Re: Gronkling's Tilesets
Post by: Strato Incendus on May 26, 2019, 04:20:01 PM
Okay, I guess whoever did the conversion isn't active on the forums anymore, so I did the translation tables for grnk6_electric and grnk8_digital.

grnk6_electric now goes under "unknownauthor_electric" in New Formats.

grnk8_digital is split up into "gronkling_cybertrack" and "gronkling_technobase".

Both tilesets can be found in the current version of the complete download of the styles - but those don't include translation tables, hence I did them myself.

grnk6_electric has some very tiny pieces though of which I didn't find the equivalents in New Formats. Also, all rotated pieces were removed in the New Formats version. So if anyone can tell me how to add rotation information into the translation table, I'll happily update it. Currently, all rotated pieces get replaced with the same matching piece, so you'll just have to manually rotate such pieces in the New Formats editor again, but still the correct piece it's going to end up in the correct position in a level.
Title: Re: Gronkling's Tilesets
Post by: namida on May 27, 2019, 10:22:18 AM
Just add "rotate", "flip_horizontal" and "flip_vertical" (on their own line; not case-sensitive) inside the respective terrain section. You can also use offset_left, offset_right etc to account for any adjustments to the piece's size - but I don't remember off-hand whether this should be positive or negative, you'll have to experiment a bit.
Title: Re: Gronkling's Tilesets
Post by: Strato Incendus on October 19, 2019, 08:23:22 PM
I just noticed that the one-way down arrows in the Beast tileset don't seem to be working - I can still both dig and bash through them.

I'm going with the Dirt ones in the meantime, I just thought I should report this ;) .

Also, is the squirrel trap going to get a secondary animation? I just found out you can reeaaally easily fool the player with it by putting it exactly onto the hole of the big tree. Even though it looks slightly different than the hole of the tree by itself, i.e. you will notice the difference if you're very familiar with what the trap looks like. That said, the hole of this squirrel trap can always be easily overlooked, whether on the tree or on one of the many rocks.
Title: Re: Gronkling's Tilesets
Post by: Strato Incendus on September 30, 2020, 09:16:03 PM
I'm just bumping this topic again - since I just revisited the level with the squirrel trap on top of the tree. But it's not just this one which could use a secondary animation: The snakes from Menace could also use one, because new players most likely won't be able to tell the difference between terrain snakes and trap snakes.

For example, the squirrel could have two red eyes peering out of the hole it comes out of, lurking in the dark until a lemming arrives.
And the snake traps could just move their tongues, like a single moving red pixel, since it seems to be sticking out anyway.

I don't know who are the main folks in charge of making secondary animations here - I'm not saying Gronkling should do it himself. ;)

I currently don't have photoshop re-installed yet since I got my new laptop on the weekend (and before that, my version of Photoshop was an ancient one anyway, 7.0 :D ). This ancient version of Photoshop is what I have been using so far for all my modifications. The only animations I've done though are the falling-leaf single use trap from my Autumn tileset (for which I just worked off of namida's Tree tileset trap and painted over it :evil: ), and the unlocking bank safe exit from my Money tileset. Neither of these have secondary animations, though, so I don't know how to implement these yet.
Title: Re: Gronkling's Tilesets
Post by: Gronkling on December 18, 2020, 11:32:35 PM
I updated beast to have secondary animations, I may do the menacing snake soon, but that one will be a bit more work.
Title: Re: Gronkling's Tilesets
Post by: Strato Incendus on December 18, 2020, 11:56:47 PM
Great job, Gronkling! :thumbsup: Can that simply be downloaded via the styles manager? (Meaning "Has Nessy added the updated version to the official styles download yet?")
Title: Re: Gronkling's Tilesets
Post by: Gronkling on December 18, 2020, 11:58:06 PM
I PMed namida so it will be downloadable like that soon
Title: Re: Gronkling's Tilesets
Post by: Strato Incendus on March 29, 2021, 08:12:28 PM
Hi, I just tried to download the updated versions with the secondary animations via the styles manager, but apparently it didn't work.

You said you PMed namida - but the person responsible for the tilesets should still be Nessy, if I remember correctly? ;)

Maybe contact him separately again. It's been three months, and it doesn't seem like the changes have been added to the official styles download yet.