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Testing the tiles made so far against some characters. Characters ripped from FFTA and edited to match the palette.

These are looking really awesome! I love how cheerful your palette is, too!

Thank you, glad you are digging it! I am still in the process of figuring out this new version of my palette. Been using a similar one for around 4 years now, felt the need to touch it up a bit.

Cool!

Glad you are diggin it, mate! I will add a couple more blocks today, I hope I can make at least one character before the jam comes to a close.

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Okay, enough blocks and variations, time to get some doodads and then try to get at least one character done.

Very pretty! About adding character... You can "cheat" a bit. You can add animal if it is easier for you although jams are for challenge (or at least for fun)

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In the center and in the top I see a shadow for those skewed blocks. I am not sure that the shadow should differ by size from usual blocks but it seems to me that maybe should at least a little? idk ¯\_(ツ)_/¯

Oh snap, that shadow should be slanted, yeah lol kinda like the ramp itself. Thanks mate.

Regarding the character, I will try to go Tactics Ogre Knight of Lodis here, not so many frames, not so big, which might give me just enough time to make more than one.

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Okay, you know what, I will let whatever engine the person is using to get and draw the outlines. It is taking way too long to figure out all the combinations possible to try and bake outlines on the tileset as empty blocks with just the outline.

A possbile solution is: Every level is a different layer, one iterate through each column of tiles and draw outlines for sides that aren’t connected with anything else. To further optimize this I believe it is worthwhile do draw these lines during loading and make it a temporary texture with the same Z index as the lowest Z value on that layer instead of doing all these draw calls while rendering the game.