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I'd put at least two columns between the overworld and dungeon tiles, and gaps of about half a column after the different sections (so between the floors and the trees, trees and mountains etc.)
the latest update incorporates this change (i still need to tweak the spacings). ironically, the more space you add between sections, the harder it is to find what you're looking for, so i took a conservative approach to space-adding.
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I think a major problem is in some places the lack of tiles made for layering, and in other the opposite.
The mountains need corners with different colours on them to fit different situations; the trees need transparent base tiles so they can be layered if necessary.
this is probably, as ebola implied, a feature of the tileset rather than a flaw. although, yes, there are huge problems with some tiles. for example, try drawing the question-mark trees on sandy ground--yikes! the good news is that it's brain-dead easy to edit/recolor the tiles to get the effect you want.
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Oh, and to make the Subrosia palette useful, I had to colour quite a few tiles to use a pink colour instead of the constant light yellow, and I also had to tone down the brightness of that colour aswell.
download the latest update and rip the subrosia palette, csets 2 and 3. you might still need to recolor sand tiles to draw subrosia 100% correctly. or, i believe the original cgbz has the correct Subrosia tiles and its corresponding palette.
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I found myself adding transparencies to MANY tiles. The result is Gameboy graphics that can be used to create a more SNES feel.
i actually like the GB tiling style, as long as the screens are drawn well. no one's going to notice the mismatches if you make it a point that that's the style of the graphics. if you choose the SNES approach, however, you bind yourself to following that style for each and every screen. debugging the game (especially when layers are involved) can turn into a potential nightmare!
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I love this tileset - you even put in DoR trees!
how'd those get in there?! =P yeah, you'll find that i added some "bonus" tiles to supplement the GB graphics here and there. if they're too new-age, just delete the ones you don't want. ^_^
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The one thing I don't really like is that CSet 2 for most of the dungeon palletes have the dungeon walls as being green.
it's awkward, but it preserves consistency. the green color has to go somewhere--either cset 2 or 3. i'd much rather draw dungeon walls in cset 3 than draw trees and bushes with that cset.
Edited by Akkabus, 03 December 2007 - 01:29 AM.