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DELTARUNE Chapter 3 Boards Tileset - WIP


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#1 Roebloz

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Posted 24 June 2025 - 02:03 PM

This tileset takes the TLoZ-inspired "Board Games" from DELTARUNE Chapter 3 and turns it into a usable tileset/quest base. All the items, combos and monsters have been replaced with DELTARUNE equivalents, using a mix of elements from Tenna's boards "The Legend of Tenna", the Original Game Ramb presents in the "Sword Route", as well as a few bonuses and new things from both the other DELTARUNE chapters with a dash of Undertale and Undertale Yellow thrown in for good measure.

It has 5 different dungeon styles (With a plethora of DELTARUNE-inspired palettes to choose from), multiple overworld environments, pre-made custom enemies, 5 options for Hero/Bunny sprites, pre-made item pickup strings, new swords, DELTARUNE SFX as well as a Dark Fountain cutscene to use to conclude the quest. It is more of a quest base than a traditional tileset, so proceed with caution.

 

As of October 31st, 2025 (DELTARUNE's seventh birthday) the tileset has been released!

Download (PureZC)

Download (Mediafire)

Download (Google Drive)

 

Screenshots

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(old post)

WARNING! This tileset and thread WILL contain spoilers for DELTARUNE Chapter 3. Please "proceed" at your own risk.

 

An Introduction

 

For those who might be aware, DELTARUNE Chapter 3 (and 4) released on June 5, 2025. Among many of the awesome features in Chapter 3, one notable gameplay element is the "game boards", which take the form of an 8-bit Zelda-like adventure. (Especially in the secret boards) Hmmm, now doesn't that just sound like a match made in heaven for ZC?

So, I've decided to make it into a tileset. It's currently in very early development, but I just wanted to let you know it's in development. (Though, if anyone else wants to have a stab at it, be my guest.)

 


Edited by Roebloz, 03 December 2025 - 04:29 AM.

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#2 Roebloz

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Posted 25 June 2025 - 02:06 PM

I'm making good progress on the tiles; Most unique tlles from bg_board_adventure_tileset are now all organized. There's still some tiles stored as sprites that I have yet to organize, (Such as the big doors and SMB2-esque grass) and there will also be some extra tiles to make (Such as more door variations; On top of the existing dungeon tileset, I'll also make the tileset used for houses and the inside of the Tenna Tower as compatible dungeon sets.)

 

Then there will obviously be palette arrangement...

 

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#3 Roebloz

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Posted 26 June 2025 - 10:43 PM

A lot of progress today, woo! I'm slowly starting to insert things into the quest itself (I'm using example_1st.qst as a base, given the low tile amount it'll be easier to clear out than a modern base quest file would be) such as graphics and sounds. The hardest thing will probably be to find good equivalents for items and enemies given the limited variety of enemies in the base boards, but I'll figure it out. (I already have an idea for Wizzrobes and Darknuts...)

 

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#4 Roebloz

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Posted 30 June 2025 - 04:44 PM

More progress! Enemy sprites are starting to be imported, and I got the sword aligned properly finally. (Thank you Fix Wand/Sword Flip quest rule...)

I'll be changing enemy behaviors though, as a lot of ZC enemies don't have equivalents in the boards, and vice-versa. (Though I will be providing reskins for all the Zelda 1 bosses) which I know is likely unusual for a tileset.

I've also imported the Board 3 tiles, all that's left to do is make combos out of them.

 

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#5 Roebloz

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Posted 18 July 2025 - 12:42 PM

Alright, sorry for the lack of progress updates, I had a huge series of events that prevented me from working on this, from my computer crashing to having to prepare on a 2-day notice for an extermination; But I'm back now! Progress will be resuming soon-ish, I do have other projects I want to work on, but I do want to put this out sooner than later.


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#6 Demonlink

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Posted 25 July 2025 - 10:34 AM

This looks like it's turning out pretty nice!



#7 Noire

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Posted 26 July 2025 - 03:01 PM

Interesting. I would love to test those tilesets out when everything would be ready to be used. The creepy Zelda-like game was my favorite part of Chapter 3 to be honest.



#8 Roebloz

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Posted 27 July 2025 - 12:52 PM

This looks like it's turning out pretty nice!

Indeed it is!

 

I'm slowly making more progress. Combos are mostly all done, I just need to add a few more pot variants and the doors for the Bunker dungeon tileset and everything should be done and usable. After that, all that's left is assigning sprite replacements for every monster (I've already started that, though I'm not sure what do for every Zelda 1 boss, and inversely am not sure what to do for John Shadow Mantle.) and items (Which will be more tough, but I'll figure something out.)
 


Edited by Roebloz, 27 July 2025 - 12:53 PM.


#9 Roebloz

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Posted 30 July 2025 - 06:12 PM

Here's some more screenshots! Pretty much the whole combo set is done with. (Though there are a few graphics left to make for the locked and boss key doors in the Bunker tileset)

I'll be working on the enemies next, then after that I'll get all the sounds in, work on the subscreen, items and finally some custom dungeon palettes to finish it off.

 

Then, who knows? Either I'll go through with my idea of an original Zelda clone, or I'll make another free quest with this tileset. We'll see.

 

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#10 Noire

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Posted 07 August 2025 - 06:48 PM

Ya know... i was kinda wondering how the Roaring Knight would look like in the pixeled game style like this one... I mean either the Roaring Knight, or Eram would be the perfect final boss in this case ?



#11 Roebloz

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Posted 08 August 2025 - 09:18 PM

Ya know... i was kinda wondering how the Roaring Knight would look like in the pixeled game style like this one... I mean either the Roaring Knight, or Eram would be the perfect final boss in this case ?

You'll see.



#12 Roebloz

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Posted 20 August 2025 - 06:24 PM

Progress is slowly picking back up again! I took a long break to focus on my Metroid project but seeing as THAT is going nowhere, I've decided to come back and finish this before anything else. I've implemented more sounds (I'm trying to figure out what the sound is for pots breaking - It's the shattering sound and some kind of other sound on top but I can't find it in the Chapter 3 code...At worst I'll just use the breaking sound alone.)

I've also implemented some more static "NPCs" for you to use via layers and signpost combos. All around, some good progress.

 

I'm also trying to figure out how to work with the new counter objects for magic and life; I haven't QUITE gotten the hang of it yet, but we'll get there when we get there. I'll probably prioritize getting replacement for the Zelda 1 items, if I can figure out what to do for newer items then I'll replace those too for your use. I did implement quite a few new swords, for what it's worth, each with varying damage values.

 

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#13 Roebloz

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Posted 28 August 2025 - 03:21 PM

Wow, it's been barely over a week, and I have a LOT of progress to show! First of all, the passive subscreen is finished, complete with POINT, Arrow, Bomb and Key counter, comically long health bar at 24 containers, and the TP meter!!! (I haven't implemented grazing and probably won't be, but at least it looks like TP.) It's a little janky in its implementation, but it looks great.

Other than that, I'm almost finished with all the pot variants (I just need to add the actual thrown sprite; It was using sprites but I'll switch to combos so each pot isn't hardcoded to a certain CSet.) I've also started cooking up and implementing various dungeon palettes, and did a revamp of CSet 9 to allow it to be used with more overworld tiles as a proper "lava-Death Mountain" type deal (Along with implementing the orange Hometown trees, letting you make a forest with the near-bunker tiles, yippee)

 

There's still a lot of work to do when it comes to enemies and items (As well as the Active Subscreen) but things are wrapping up close to completion for the tileset (Though with the custom items and enemies, is it really a tileset? More of a quest base.). I'm very excited to show it off and see everyone using it once it's done, where I'll be releasing it as both a blank .qst file and a total reskin of the 1st Quest (Which is the base I'm using at the moment anyway.)

 

Although, that doesn't mean I won't make my own quest with it afterwards  :slycool: 

 

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#14 Roebloz

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Posted 28 August 2025 - 03:39 PM

Oh, I almost forgot, but I found better sprites for the Crystal Switches. That's all.

 

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Edited by Roebloz, 28 August 2025 - 03:39 PM.


#15 IMRV05

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Posted 04 September 2025 - 02:17 PM

Bangin tileset my man




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