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Pixel Art / Re: 3/4 perspective wall tile troubles
« on: July 26, 2017, 09:46:22 pm »
First, I think you are missing some possible tiles. Here are all the tiles I could come up with. I think this covers every possibility.
As for a better way to get all of the tiles, I found a way to get them all from 5 source tiles.
These are the tiles that are needed.
This works by dividing every tile into 4 sub tiles. These can be recombined into all of the other tiles that you need.
For example, a turn that connects top and left uses the bottom left of the first tile, top left of the second, bottom right of the third, and top right of the fourth.
I threw together a quick example. The middle row is trying to blend with wall tiles.
I did have to make a few changes to the example image due to the floor being transparent. The easiest workaround I found was to let the wall extend into the floor by half a tile.
You could either use the quarter tiles directly in the game or convert the tiles in to all possible full tiles. If you convert the tiles into full tiles you could then modify them individually. For example, dead ends could look very different from a corner.
As for a better way to get all of the tiles, I found a way to get them all from 5 source tiles.
These are the tiles that are needed.
This works by dividing every tile into 4 sub tiles. These can be recombined into all of the other tiles that you need.
For example, a turn that connects top and left uses the bottom left of the first tile, top left of the second, bottom right of the third, and top right of the fourth.
I threw together a quick example. The middle row is trying to blend with wall tiles.
I did have to make a few changes to the example image due to the floor being transparent. The easiest workaround I found was to let the wall extend into the floor by half a tile.
You could either use the quarter tiles directly in the game or convert the tiles in to all possible full tiles. If you convert the tiles into full tiles you could then modify them individually. For example, dead ends could look very different from a corner.