HOW LONG DOES IT TAKE YOU TO MAKE A TILESET?
Posts
I'm curious how long it takes other people to make a tileset for their games. I think I take a long time to make mine, upwards of 10 hours for a single tileset for rpg maker.
Note: Talking about tilesets made from scratch(Your own graphics).
Note: Talking about tilesets made from scratch(Your own graphics).
I... I dunnow, is this a question for the pixel artists, or for people who patch together different tilesets and make slight modifications, or....
I always thought I suck at graphics. Then I asked someone who did really good pixel art and he told me that he works at least one hour on a single 20x20 tile. Then I tried that too, working on a single tile until it was perfect. And then I realized that I don't actually suck at graphics, just that good artists spend a lot more time than I used to.
author=RyaReisender
And then I realized that I don't actually suck at graphics, just that good artists spend a lot more time than I used to.
There you go. You learned something valuable that day ; D
author=RyaReisender
I always thought I suck at graphics. Then I asked someone who did really good pixel art and he told me that he works at least one hour on a single 20x20 tile. Then I tried that too, working on a single tile until it was perfect. And then I realized that I don't actually suck at graphics, just that good artists spend a lot more time than I used to.
That sounds like me except I'm never satisfied with my stuff and usually come back to it to change it. I feel like all of my game make time consists of making graphics for my game.
I enjoy making graphics so I don't mind spending 70-90% of my time making them. I don't really use tilesets anymore, since I use parallax mapping almost exclusively but a single sprite can take me between 10 minutes and 3 hours, depending on what it is.
it usually takes me a couple hours though most of the time i build the chipset as im building the levels so it's never a photoshop in one sitting type of deal.
author=SnowOwl
I enjoy making graphics so I don't mind spending 70-90% of my time making them. I don't really use tilesets anymore, since I use parallax mapping almost exclusively but a single sprite can take me between 10 minutes and 3 hours, depending on what it is.
I do too for some of my projects, but I still make the graphics for my map then create the map with the tileset. Do you just create the entire map without any premade graphics? That must take a while.
author=McBick
I do too for some of my projects, but I still make the graphics for my map then create the map with the tileset. Do you just create the entire map without any premade graphics? That must take a while.
No I still put my sprites in a image file, which I keep in my big Folder-o'-sprites, which I don't include in the game files. I guess you could call those tilesets, but they kinda vary in size so it's a bit hard to tell how long I spend on one of those.
I don't know exactly how long, but I do know it is the single most time consuming process in game dev for me. I always set aside a few weeks for each new area tileset, and even then I end up going back later and tweaking/adding/editing it constantly. I'm very picky and I don't think I've ever gotten one done perfectly.
Sometimes I also do a bit of parallaxing on top of that.
Sometimes I also do a bit of parallaxing on top of that.
Well, I usually sprite each tile when I need it. Which means that, if I am currently working on a hospital, I will sprite hospital tiles. That does not mean that my tileset is finished, just that I have the tiles I need for that area that I am working on. More often than not a lot of things just come to mind when I am mapping. I suddenly start to think that, hey, a little teddy bear could really add to the atmosphere of that room - and then I start spriting a teddybear.
Since my spriting style is rather simple it does not take too long to sprite a single tile. But the little tweaks here and there that I add/change once I learned something new take a lot of time if you add them up.
Since my spriting style is rather simple it does not take too long to sprite a single tile. But the little tweaks here and there that I add/change once I learned something new take a lot of time if you add them up.
author=GoatBoyI know the feeling too well. I do this so much that the time I spent redoing a tileset could have been used to make another 3-5 tilesets. I fear that being a perfectionist is working against me when it comes to making games.
I don't know exactly how long, but I do know it is the single most time consuming process in game dev for me. I always set aside a few weeks for each new area tileset, and even then I end up going back later and tweaking/adding/editing it constantly. I'm very picky and I don't think I've ever gotten one done perfectly.
Sometimes I also do a bit of parallaxing on top of that.
Several hours at a time for me. When I was working on a Genesis-like 'sci-fi-esque' tileset for a vague future project, I spent around 3 hours on one building. All done from scratch through pixel art.
Pity my level of patience for custom stuff sucks. ><

Pity my level of patience for custom stuff sucks. ><

@yuna21 Buuuut that really pays off, because that screenshot is beautiful :D
Everybody in this thread makes beautiful games. I wish I could make tilesets, but instead I'm mostly just doing parallax like SnowOwl... with a fricking 8pt paintbrush. Yeah, I'm terribad at art, so I'm not even trying there. My game is gonna be crap. But it's gonna be a game I love anyway.
Perhaps a good question is also, how much of your tileset is custom, and how much of it is based on other stuff? I know people pull from other resources and edit it a little, or add to those tiles. It's always interesting to know these things.
Everybody in this thread makes beautiful games. I wish I could make tilesets, but instead I'm mostly just doing parallax like SnowOwl... with a fricking 8pt paintbrush. Yeah, I'm terribad at art, so I'm not even trying there. My game is gonna be crap. But it's gonna be a game I love anyway.
Perhaps a good question is also, how much of your tileset is custom, and how much of it is based on other stuff? I know people pull from other resources and edit it a little, or add to those tiles. It's always interesting to know these things.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
My strategy is to start making the map, and add each tile to the tileset as I decide I want that object on the map.
As a result it's kinda hard to gauge the amount of time it takes me to make a tileset... or a map.
It also doesn't help matters that RMXP lets you have tilesets of unlimited size, so I only have three tilesets I'm using for the entire game, and I just add new tiles to the bottom of them for each map. (I mean, it helps the tileset-making process immensely, but it doesn't help me figure out the answer to your question.)
I recently made a map that used about 8 new tiles and about 10 new edits of existing tiles, and it took me... six hours? Most maps take me 4-8 hours.
As a result it's kinda hard to gauge the amount of time it takes me to make a tileset... or a map.
It also doesn't help matters that RMXP lets you have tilesets of unlimited size, so I only have three tilesets I'm using for the entire game, and I just add new tiles to the bottom of them for each map. (I mean, it helps the tileset-making process immensely, but it doesn't help me figure out the answer to your question.)
I recently made a map that used about 8 new tiles and about 10 new edits of existing tiles, and it took me... six hours? Most maps take me 4-8 hours.
@CashmereCat: Everything is self made. I have another tileset almost completely transparent in the background, but only to know where each square ends. And it gives me good ideas for new things. So I see a table in the background and I decide to make a table as well - that table looks nothing like the one in the background, though. But it helps to give everything the size that is needed for the tileset. I tend to make chairs or other things too big if I don't have something ready that I can compare my stuff with.
I'm rather wary about spending huge numbers of hours making a custom set that looks worse than the sets I have on hand (RTP or public sets) so I steer clear of it. It seems more important to invest time in the areas of the game that should be providing the draw, which are not graphics-related, in my case. Granted, this means I have a somewhat limited ability to create atmosphere, but I can work with that.
So, to answer your question, it takes me forever. Thus, I don't do it, at least not yet.
So, to answer your question, it takes me forever. Thus, I don't do it, at least not yet.
Speaking of which, I really liked RMXPs unlimited tileset size. The whole reason I went over to parallax mapping in VX Ace is because the tilesets are so small and crappy.
@Schwer-von-Begriff
That sounds like a really annoying way to do it. What image editing program do you use? Alot of them can have a grid, which is alot better for seeing where every sprite should end.
@Schwer-von-Begriff
That sounds like a really annoying way to do it. What image editing program do you use? Alot of them can have a grid, which is alot better for seeing where every sprite should end.
@Yuna Oh my goddess, this is gorgeous. I would play the hell out of this vague future project.
As for OP. I never did any pixel work until I came to this site. Indeed, my only experience before this site is in C++. I made a text adventure game for my wife using dice rollers, pointers, and strings. That having been said, I've been here about a year.
First, of the numerous projects I have open, I have two definite ones I am working on (because these two are the only ones that have a definite story). One is a fangame based on the television series Farscape. Obviously, the chipsets necessary to make this game do not exist. Well, I was always a dab hand at drawing and painting. What are pixels except just another medium. So, I gave it a whirl. This is not complete, but it is my very first effort.
I suppose I've put about ten hours into this so far. Notice that the walls at the lower left are not entirely correct. Thankfully, Moya's floor is basically one color so the only real problem here is how to position the eye lights. The next problem is the control panels. In the show and in production photos, you just never get a good look at these, so you basically have to draw them based on what you've seen. The cases are pretty recognizable, but the controls themselves? All I could ever see was that they were orange and seemed to have some kind of grid over them. The clamshell is equally problematic. You know what it looks like but you have no idea where it is except that when the characters address it, they look off to the left (The big viewing window is just that; a window. It's not a view screen like on Star Trek.). I also intend to move the viewing window over to the event tiles so that I can put pre-rendered backgrounds behind it for a bit more realism. I just left this as it is for now so I could offer this screenshot:
The other project I'm seriously working on is entirely original, science-fiction again. It's inspired by a short story by Mack Reynolds. It was a little comedy (my project is not comedy, even though I'm fairly certain that with the Game Name Game, I've proven myself perfectly capable of it.) in which aliens land on Earth tell us they've ruled us secretly for thousands of years, leaving us in peace to grow, occasionally helping us when needed, but they've lost a war and now they have to hand us over to a despot who will strip mine our planet and enslave us. The story never elaborates. This game picks up the premise and runs with it.
The hero is an ex-actor, living in a trailer in the middle of nowhere, the last tenant of a defunct trailer park in Arizona.
These tilesets were much easier. There are apparently no trailer chip sets. I made a few new things, but unlike Farscape's Moya, I have the luxury of lifting tiles from other sets. Still, it took me about five hours, and I may add a few things here and there to increase the messiness of the trailer home.

As for OP. I never did any pixel work until I came to this site. Indeed, my only experience before this site is in C++. I made a text adventure game for my wife using dice rollers, pointers, and strings. That having been said, I've been here about a year.
First, of the numerous projects I have open, I have two definite ones I am working on (because these two are the only ones that have a definite story). One is a fangame based on the television series Farscape. Obviously, the chipsets necessary to make this game do not exist. Well, I was always a dab hand at drawing and painting. What are pixels except just another medium. So, I gave it a whirl. This is not complete, but it is my very first effort.

I suppose I've put about ten hours into this so far. Notice that the walls at the lower left are not entirely correct. Thankfully, Moya's floor is basically one color so the only real problem here is how to position the eye lights. The next problem is the control panels. In the show and in production photos, you just never get a good look at these, so you basically have to draw them based on what you've seen. The cases are pretty recognizable, but the controls themselves? All I could ever see was that they were orange and seemed to have some kind of grid over them. The clamshell is equally problematic. You know what it looks like but you have no idea where it is except that when the characters address it, they look off to the left (The big viewing window is just that; a window. It's not a view screen like on Star Trek.). I also intend to move the viewing window over to the event tiles so that I can put pre-rendered backgrounds behind it for a bit more realism. I just left this as it is for now so I could offer this screenshot:
The other project I'm seriously working on is entirely original, science-fiction again. It's inspired by a short story by Mack Reynolds. It was a little comedy (my project is not comedy, even though I'm fairly certain that with the Game Name Game, I've proven myself perfectly capable of it.) in which aliens land on Earth tell us they've ruled us secretly for thousands of years, leaving us in peace to grow, occasionally helping us when needed, but they've lost a war and now they have to hand us over to a despot who will strip mine our planet and enslave us. The story never elaborates. This game picks up the premise and runs with it.
The hero is an ex-actor, living in a trailer in the middle of nowhere, the last tenant of a defunct trailer park in Arizona.
These tilesets were much easier. There are apparently no trailer chip sets. I made a few new things, but unlike Farscape's Moya, I have the luxury of lifting tiles from other sets. Still, it took me about five hours, and I may add a few things here and there to increase the messiness of the trailer home.























