The Phaser 3 October Dev Log is now out! Read about the powerful new Mesh Game Objects, Isometric Tilemap support and more all found in Beta 9 https://t.co/oV79s0bILZ

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Blender Experiment 20200912

So I'm in the very, very beginning steps of learning though I am still focusing on art. I'm using a Truchet tilemap generated with and applying it as a displacement map, creating this cityscape.

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Uchuu Keibitai SDF has some MIGHTY impressive tilemap shading for a NES game

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Felt like doing a take on Asha from Monster World IV. Looking at a let's play for reference... seems like a lot of running around in kinda barren 16-bit tilemaps doing the... things.
Remake huh? More pixels do nothing for me. I just want properly populated/landmarked enviros.

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I'm really glad : I finally managed to find a flexible way to build buildings entirely in only with 3 small spritesheets. I have the flexibility I wanted that is not allowed with tilemaps so I can create indoors that looks natural

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How to... create natural looking levels from generated tilemaps?

Unexplored 2 by --

https://t.co/E4jLe2C7w1

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some tilemaps, maybe this was like an underground forest? its labeled forest but it really just looks like a cave, using the finalized cave background graphics with these different mushrooms

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managed to make a few alt tiles for my tilemap in unity! Next up I'd like some alternative edge pieces, and maybe some less decorated alts as well so it's less busy to look at hsjbdklh

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more tarot cards. now, back to drawing tilemaps

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I finished the tilemap for my asset pack!

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Downsampled the title to GBA resolution + palette limitations now, removed duplicate tiles and inserted gfx+tilemap to rom... but there's no space left, fuuuuuUuuuUUUuck.
I guess I have to write that recompressor now. :C any LZ pro hmu

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This is one of the most complex tilesets I ever created.
More than 60 tiles to cover every case. It's so complex due to the size of each tile, greater than the cell size of the tilemap, but allows very organic shapes!

Please support the project!

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Construct 3 question: does anyone know how to render everything to a base resolution and scale that up and then add filtering/effects? Basically I'm trying to avoid tilemap border artifacts like the attached when using bilinear filtering.

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More experiments. Platformer using video as the level (this Pacman Let's Play) Collision tilemap based on Chromakey of video. Wreck it Ralph style game hopping.

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I downloaded a cute tilemap just to try it out (https://t.co/fBuXX2UbYm)

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なんかTilemapのサイズが合わなくて困ってるんです、Unityのエディタ上でグリッドサイズの変え方を教えてくだせえ〜〜〜

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Happy new year! // ¡Feliz año nuevo!

Being working on adding real t h r e e d e e models w/ GMS:2, using tilemaps as floor, silly effects like snow, a skyline with 2D backgrounds...

Kudos to for the snowperson model

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3. environment put together
i learned the most here i think because i never do anything environment related loool but ended learning how to make a tilemap and make stuff like the columns and stalactites/stalagmites repeate (albeit shoddily).

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Here's Tilemap Town after some more construction from tonight. Turns out the version I had running on my server was actually so old it was before a major refactor, so that's fixed too and it should be up-to-date as far as commands go. I'm gonna add more tile types.

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