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Serious props to everyone out there making their own tilesets. Holy crap this is hard.

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Ratty524
The 524 is for 524 Stone Crabs
12986
The hardest part is determining what you even need for your game. :(
Pfft! Only if you are intending to make good looking tilesets.
I make 'em as I go. I never really sit down and say "I am going to make every feasible asset for this game right now."

Of course, doing this for too long a development period can lead to noticeable Art Evolution.
unity
You're magical to me.
12540
author=SgtMettool
I make 'em as I go. I never really sit down and say "I am going to make every feasible asset for this game right now."

Of course, doing this for too long a development period can lead to noticeable Art Evolution.


This is generally my method, and yeah, it can get a little noticeable when the later areas look a lot better than the earlier ones, but I don't think it's a huge issue ^^;;
It can be quite a chore, yes.

I usually reference the level design documents when doing tiles, with some winging it for anything setting-appropriate I think of during production. Time spent on tiles is basically 50% making them and 50% adjusting them later. The adjusting is whst gets to me, honestly, although it's fun in a very precise, delicate way.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Ugh, yeah. It all looks great when you look at the tile sheet, but once you apply to the game, suddenly it looks like garbage.

author=unity
This is generally my method, and yeah, it can get a little noticeable when the later areas look a lot better than the earlier ones, but I don't think it's a huge issue ^^;;


That's generally what happens to me with character art. The first character I draw quickly get overshadowed by subsequent characters, and then I feel the need to go back and redo the old ones.
making things tile smoothly is a lot of fun, I love to rotate and flip and chop grass for hours
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