AuthorTopic: Pixelator: Round 2 RESULTS  (Read 144992 times)

Offline Sampe

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Re: Pixelator: Round 2

Reply #50 on: February 10, 2007, 05:57:15 pm
I recommend you to put this palette in the first post:

Some competitors may not notice it in the middle of the thread. :)

Offline snader

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Re: Pixelator: Round 2

Reply #51 on: February 10, 2007, 05:58:15 pm
No animations means NO animations. If he says it, he means it.

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Offline Helm

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Re: Pixelator: Round 2

Reply #52 on: February 10, 2007, 06:00:50 pm
Btw, the two weeks are now ON. Up to Feb 24.

Offline pkmays

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Re: Pixelator: Round 2

Reply #53 on: February 10, 2007, 06:04:27 pm
Answer3: hmmm. honestly, i did not think of the making it as tall as you wanted... i figured that the other 2 sizes (32x15) would keep the height in proportion. But that is a good point. There is now a height limit of 100px. Each tile does not need to fill the full 100px height, but that is the maximum. Since this is the maximum, each tile can have its own unique height / z axis as long as its within the 100px.

Answer5: Im not sure i know what you mean by are walls tiles. Anything you make in your scene must be in a tile form. If you want a wall in your scene, then use a recatangle / square iso tile. The height of it is up to you, as long as its under 100px.

So essentially, the size restriction is 32x100, not 32x15. If, for example, I don't like 32x15 boxes and would rather go with 32x16, it's legally within the restrictions? There's also nothing stopping me from abusing as many 32x96 boxes (so they line up cleanly) to fill in as much area with pixels as possible, and then use smaller tiles to fill in the gaps?

Answer1: About the 40 tile maximum, it refers to how many unique/original tiles you are allowed. You are allowed to use them repeatedly as much as you want. ex: you could make 1 unique grass tile and reuse it over and over to make a grassy land. This includes any flips / mirrors/ rotations / etc. Any alteration, or any change in a tile counts towards your 40 tile original tile limit.

So, flips, mirrors, and rotations DON'T count towards unique tile count, correct? We're assuming the map is running on some sort of engine that allows for such transformations?

Wugh. Also, if we're going to be using transparency, does one of the 16 colors from the palette get dropped to act as a transparant color, or do we get 16 colors + transparency?
« Last Edit: February 10, 2007, 09:44:12 pm by pkmays »

Offline Sherman Gill

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Re: Pixelator: Round 2

Reply #54 on: February 10, 2007, 10:04:17 pm
Quote from: snader
i think the best way to send it in is with a mockup and the tiles as a separate set.
Yes. Please submit your tiles and edited pallete as a new image. therefore your submission will be in 2 pieces. first image is purely your finished product, your iso map. the second image will consist of all the unique tiles, and the pallete. for your pallete make sure you clearly define which original colour you changed to your own.
What if every tile is unique?
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Offline Blick

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Re: Pixelator: Round 2

Reply #55 on: February 10, 2007, 10:19:11 pm
I would really recommend reusing tiles anyway, Sherman. It'll show your efficiency with tiling.

And if they are all unique, giving them the broken up tileset will save them from having to find all the different tiles in your mockup.

Offline Lawrence

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Re: Pixelator: Round 2

Reply #56 on: February 10, 2007, 11:22:22 pm
Flaber, wouldn't the tree example you gave take up 10 tiles for main trunk and 12 including those extra branches? Or have you changed the tile size to 32x100?

Offline Helm

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Re: Pixelator: Round 2

Reply #57 on: February 10, 2007, 11:27:34 pm
Sadly I feel there's an issue of tile priority. In a real engine, some tiles would have a transparency palette slot and would very easily be placed on lots of different 'backgrounds' for smart tile usage. I think some priority rules should be posted.

Offline .TakaM

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Re: Pixelator: Round 2

Reply #58 on: February 11, 2007, 03:14:47 am
nvm lol
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Offline buloght

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Re: Pixelator: Round 2

Reply #59 on: February 11, 2007, 09:12:29 am
Flaber, wouldn't the tree example you gave take up 10 tiles for main trunk and 12 including those extra branches? Or have you changed the tile size to 32x100?

As I understand it, the trunk is one tile unless it goes higher than 100, then it becomes two. If it goes outside of its bounding box with a branch you go into a different tile. If the branch is still below 100 height it counts as the ground tile of that new bounding box? Oh oy I hope I understand, otherwise I have to start over  :'(