Author Topic: Flopsy's Sonic Tileset project (New: MYSTIC CAVE Zone tileset)  (Read 16897 times)

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Offline Nessy

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Re: Flopsy's Sonic Tileset project (New: Marble Garden Zone tileset)
« Reply #15 on: December 07, 2017, 02:14:02 AM »
I have played through the Marble Garden level (replay attached below), but I think I might have backrouted it :-[

Anyway I don't really have anything negative to say about this graphic set. It's visually beautiful and I wasn't caught off guard by anything. For example, I knew right away those faces were traps and the mud at the bottom was water. I guess if I had to say something it's not to include spikes on the masher trap as I thought it was the spike fire object for just a moment. Honestly, this is just nitpicking and not a big deal.

So yeah, another excellent set. Good job so far :thumbsup:

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #16 on: December 07, 2017, 09:06:21 PM »
Introducing at long last, my first tileset from Sonic 2!

CASINO NIGHT Zone


Casino is the Night

This tileset was much easier to make since it relies on a Black background for all of the background objects to work.

This one seems like the better choice to make when compared to Spring Yard Zone, at least this one has better platforms and the hollowness of the tops of the platforms could make for interesting level terrain.

One thing to debate about with this tileset is the metallic bumpers on the top of the level and the triangle red metallic bumpers at the bottom of the level are steel in this tileset. Also steel is the blue bumper (6 sided shaped one) in the middle of the level.
I made these steel because they are seen to be quite hard materials by the sound Sonic makes when he bounces off of them.

Please state your thoughts on the steel pieces I've made. I've included the standard SEGA tileset steel in this tileset also, I opted for this instead of the Sandopolis/Marble Garden steel because Sonic 2 doesn't encounter that type of Steel so I chose to use the retro looking SEGA steel instead.

As with all of the previous tilesets, I've included a level with this tileset to test out the tileset, this one is much easier than my previous inclusions so I encourage everyone to try it! :)

EDIT: forgot to put PrePlaced Lemmings and Pick Up Skills in the tileset. Fixed now!
EDIT2: files removed. See post below for updated tileset.
« Last Edit: December 11, 2017, 12:31:42 AM by Flopsy »

Offline nin10doadict

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #17 on: December 08, 2017, 12:11:46 AM »
This is the easy one? You have strange ideas of easy, friend. I certainly can't figure it out...
Tileset looks good though. Still a little hard to tell which pieces are background and which aren't but it's not that bad.

Offline Nessy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #18 on: December 08, 2017, 01:23:45 AM »
Here is my solution to Casino is the Night. This time I'm sure I didn't backroute it, but if I did... :XD:

The choice of what is steel is fine with me. I think the only thing that looks like it could be steel was the little circles with a star in it. I think it's because they look like they are part of the red triangles at the bottom, such as they are both bumpers and the same color. That was the only thing that really stood out to me.

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #19 on: December 08, 2017, 09:47:29 AM »
This is the easy one? You have strange ideas of easy, friend. I certainly can't figure it out...
Tileset looks good though. Still a little hard to tell which pieces are background and which aren't but it's not that bad.

This was way easier compared to Marble Garden and Sandopolis.

Maybe I'm the wrong person to make this tileset because I can't animate light up objects which would make the background objects stand out. I'll see what I can do though :)

Not a backroute Nessy, you did it slightly differently to intended but it's still the same idea.

Offline nin10doadict

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #20 on: December 08, 2017, 05:32:33 PM »
Spent some more time on it and got a solution, even saving a bomber. I had spent my first run wasting time with a train of logic that was doomed to fail, as I am apt to do.
I still wouldn't call it easy, but it wasn't terribly hard either. I just didn't have a lot of time to spend on it yesterday.

It would be nice if the BG objects animated. I don't think it would be that complicated either; just two different frames would do the trick, one with the color values scaled up to show it lit up.

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #21 on: December 08, 2017, 11:11:35 PM »
Spent some more time on it and got a solution, even saving a bomber. I had spent my first run wasting time with a train of logic that was doomed to fail, as I am apt to do.
I still wouldn't call it easy, but it wasn't terribly hard either. I just didn't have a lot of time to spend on it yesterday.

It would be nice if the BG objects animated. I don't think it would be that complicated either; just two different frames would do the trick, one with the color values scaled up to show it lit up.

Nice solution there, the miner placements had to be very precise for that to work but great job. The additional bomber was there to help make the solution a lot less precise.

Regarding your comments about the background objects, I agree and I think it's a great idea. I'll try and do that to them at least and it is very achievable even for someone as inexperienced as me. I think to be honest, I just need to hear that it was in demand for me to animate them from other people.

Thanks for taking the time to test the tileset as well, really appreciate it :)

Offline nin10doadict

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #22 on: December 09, 2017, 02:06:43 AM »
You're welcome. I've also noticed that there's no traps of any kind in the set. That's fine, but I feel like a tileset is a bit more versatile if it has at least one hazard that isn't just the screen edges. I whipped up a fire trap that looks like a neon sign; I think it fits decently. What do you think?

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #23 on: December 09, 2017, 08:08:48 AM »
That trap is brilliant nin10doadict :D

Of course I'll use it in the tileset and give you credit.
Usually Casino Night is a very unhazardous zone in Sonic 2 with the only hazards being the rare spikes, an enemy which is rarely seen and getting squashed under the blue platforms so for that reason the tileset provided very little in the way of usable traps.


Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #25 on: December 11, 2017, 12:34:27 AM »
I've implemented a revision to the Casino Night tileset based on feedback and I think you'll like the changes.

Per nin10doadict and Nessy's advice, I've made the background objects illuminate alternately from their standard sprite.

I've also added in nin10doadict's neon fire trap.

Thanks for all the feedback given, it has really helped this tileset improve :)

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #26 on: December 23, 2017, 06:55:42 PM »
Going forward, I'm going to develop my tilesets exclusively for the New Format NeoLemmix from now on.

This means that the following tilesets are available in both old and New formats (when officially released)

Scrap Brain
Star Light
Sandopolis
Marble Garden
Casino Night
namida's Rickroll tileset

Anything not on this list will be in the New Format only.

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: CASINO NIGHT Zone tileset)
« Reply #27 on: January 03, 2018, 12:11:57 AM »
I've updated the Casino Night Tileset, some tiles were missing some transparency.

Nothing major but it's recommended that you update.


In Other News
Marble Garden, Sandopolis and Casino Night (the updated one) have been submitted to the next New Format NeoLemmix update.

Mystic Cave's tileset is now ready and being tested :)

Offline Flopsy

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Re: Flopsy's Sonic Tileset project (New: MYSTIC CAVE Zone tileset)
« Reply #28 on: January 29, 2018, 12:31:06 PM »
This tileset has been finished for a good while now but I'm public releasing it now for the first time.

Presenting the Mystic Cave Zone tileset also from Sonic 2


Emerald Excavation (upcoming level in MegSEGAbytes - Terrain by Flopsy, solution by Wafflem)

This tileset features a squish trap like the rock terrain which goes up and down in the actual Mystic Cave levels, it is pictured above the exit in the level picture, it will squash a lemming like the other crusher traps do. There is a terrain like this trap to make the trap solid also for those who prefer solid traps :)

There is also a No Effect object light to put on the hanging lanterns so they glow :)

This tileset natively uses the mineshaft trapdoor and exit from namida's LPV tileset.

A difficulty I had with this tileset was making the rock terrain pieces obviously and it was difficult to settle on a background colour but the background colour is slightly different to the rock terrain darker colours.

Enjoy the tileset, this tileset is only available for new formats


My next planned tileset is going to be Death Egg Zone from Sonic and Knuckles, probably my toughest project yet!

Download the tileset in the styles download in this topic.
https://www.lemmingsforums.net/index.php?topic=3686
« Last Edit: February 18, 2018, 10:10:30 PM by Flopsy »

Offline Nessy

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Re: Flopsy's Sonic Tileset project (New: MYSTIC CAVE Zone tileset)
« Reply #29 on: February 15, 2018, 02:15:16 AM »
I don't know if this is in the works but I actually think that Chemical Plant Zone from Sonic 2 would make a great tileset. The blue bubble goop and maybe even those bee/spider badniks that grab you can be great (and funny?) traps.

Too bad the rising water gimmick is culled though, to make a level based on the rising water part in Act 2 :P :P