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What is there to know when designing a tileset?

Lyzak

wishes he had a Hacking Team
  • 33
    Posts
    15
    Years
    • Seen Jan 19, 2012
    I'm at the point where there are just so many things I want to add, I may just make all of my hack's tiles from scratch. What is there to know?

    I believe I heard that there are a total of 13 palettes, but I've only confirmed this on FR - what about other versions? Is it wise to totally replace all the palettes? What colors would be safe to stick with? Etc..
     
    FR has 13 palettes. The first seven (0-6) apply to the first tileset. The remaining six apply to the second tileset. How you change the palettes and tilesets is up to you. You say that you have a lot of things to add, so you'll have to use tileset space sparingly in order to fit everything you want in.
     
    Ahh well yes replace them all why bot, i replaced pallete 12 of ruby and my tiles glitch so im unable to use that pallete anymore but yea go buts xD
     
    There isn't to much to know:
    -Make the tileset neat
    -Have nice flowing colors
    -Use only tiles that you can use in many different situations
    -Don't include tiles in your main tileset that would be better for a secondary tileset
     
    Keep the perspective of your tiles consistent with one another and with the OWs; otherwise, things will end up looking flat. For example, RSE's perspective is less aerial than FR's. If you import RSE tiles or OWs into FR, they stand out and look very flat.
     
    It doesn't really matter what color it is as long as it is in any of the pallets. But only use one palet for every 64x64 pixel area.

    The big thing a the ennd is that it looks good though
     
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