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I'm currently working on an alternate continuation of Wild Bill's Pure Tileset v2. Mr.Z took Pure Tileset Update into an extremely comprehensive direction and there is definitely nothing wrong with that. But I'm intending to take this variant in a different direction.
This continuation intends to capitalize on one of Pure Tileset's fundamentals: keeping things simple and easy to use. To be more specific, the surface isn't going to vary much from Pure Tileset v2. There will only be minor combo re-organizations (though people will have to press right-shift and the plus button at least 4 times on every overworld screen if they want to re-use overworld screens from v2), there is no intention of including every possible tile and combo someone might want to use, and there will be plenty of room to add your own graphics. Admittedly, this is partially being done out of laziness. There is no way I'd have the patience to modify a tileset that includes everything and the kitchen sink like PTUX or the DoR Tileset. But I also just like the flow of version 2 and don't want to disrupt that too much.
Besides, we have a tile database with a lot of tiles already colored for the tileset.
But there will definitely be new features.
Screenshots
Here are the combo aliases that have been set up. I admit it's not much to look at (and I haven't done dungeons yet), but most of them are there for really common stuff or examples of setting them up on your own. Also, Alias 0 is a shortcut to erase one combo on all the layers.
Here you can see the favorite combos that have been set up.
The "new" enemy tiles. Let it be known I cannot draw, so I pulled the NES tactic of color variations. Some of them are from PTUX or EZGBZ, though. Also, those remaining classic tiles from enemies that were not used will probably be removed from the final release.
This is even more proof of my graphics "skill." I imported a lot of these graphics from PTUX or EZGBZ and did some minor editing. Some of it came out better than other stuff. I also have a few scratch and unused tiles sitting here that I need to delete.
Here is one of the subscreens. It needs a tiny bit more work... and the timer is broken for some reason even though I didn't have cheats on when first pulling this up and the quest rule is on.
Features
Here's a rundown of what I'm intending to do with this (most of this has already been done or is in progress):
- All of the default 2.50 enemies will have their tiles filled in.
- All of the default 2.50 items will be fully functional.
- Some combo aliases have been added.
- Some favorite combos have been added to act as bookmarks.
- The Link sprites will work with all the 2.50 features.
- Water has been fixed to not be solid so that drowning can work.
- The custom subscreens New A and New A+B from the classic tileset have been copied over.
- Graphical fixes to some of the tiles, combos, and sprites from version 2.
- New SFX.
- A new default overworld palette.
- Other combo types such as lock blocks (which technically should have already been done ) and Bush->Next will be implemented properly.
- The scrolls are not just pictures of scrolls with hard to tell variations. Yes. This is a feature.
- There will be pre-compiled scripts for things such as signs. The idea is that you shouldn't need to edit the script files (which will also be bundled) and compile them again at all. You actually shouldn't even need to fool with FFCs that much. Thanks goes to Saffith for bringing up the idea a year ago.
I've completed most of the items listed in the features or at least started on them, but I still need to do a few things. I also need some graphics that I was unable to find variants for because I suck at custom sprite creation. I'd prefer to have the things such as graphics before a public beta release of the tileset happens since I want the beta to be usable.
- I decided to use Radien's LTTP Link Tiles Full Remake for Link sprites since it had a set of tiles already recolored for Pure Tileset, tiles for things like jumping, and ALTTP Link is what Pure Tileset Link was based on to start with. However, I am missing charge sprites (the sprites where Link walks around while charging the sword). If someone could make them for this Link, I'd really appreciate it. Otherwise, Link is probably going to be a force user with a floating sword. A minor nitpick I have is that the outline style really doesn't fit with Pure Tileset entirely, but I'm not a tile artist capable of fixing that (if it even needs to be fixed).
- I filled in ALTTP SFX for most of the classic sounds, but I am unsure what to do about the boss roars.
- When the beta comes out, there is a lot of graphics that people will probably feel the need to replace with better graphics. Like I said before, I'm not a master tile artist. So any suggestions would be helpful.
- If you have any suggestions for scripts I could add, feel free to bring them up. Just note that I'm probably going to be really picky about scripts that I actually add since I want them to remain simple and going with the style of the tileset (they should feel natural). At this point, I haven't started on the scripts yet.
- There needs to be a new default overworld palette. I feel that having such a thing would be a huge face lift. While I might try to see if I can mix something from other tilesets, if someone has a palette they'd like to share that could fit for this role, feel free to do so. My only specific request here is that it's not overly yellow-brownish (particularly with the grass) since Pure Tileset is not a next gen console game. Example of what I'm talking about from the DoR Tileset.
- The subscreens are not finished. I haven't touched the passive subscreen at all and the active subscreens still need some adjustments to look okay.
- If you have any other ideas of things I could do, feel free to share them.
I'm hoping to get a public beta running sometime within the next two weeks.