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April 19, 2024, 07:06:46 AM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)The TIGSource Community's Free Placeholder Graphics
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Author Topic: The TIGSource Community's Free Placeholder Graphics  (Read 35041 times)
eigenbom
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« Reply #40 on: January 26, 2013, 02:43:33 PM »

i did some aliens ..





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happymonster
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« Reply #41 on: January 26, 2013, 03:05:19 PM »

Thanks! I will add those..
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koiwai
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« Reply #42 on: January 26, 2013, 04:58:03 PM »

Hi, here is cow abduction theme inspired by this pixel art. They are 2 color pirctures, but must look relatively good on both light blue and dark blue sky.



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happymonster
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« Reply #43 on: January 27, 2013, 01:25:52 AM »

Added..



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Quarry
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« Reply #44 on: January 27, 2013, 02:53:07 AM »

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koiwai
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« Reply #45 on: January 28, 2013, 01:22:41 PM »

1) Multipurpose modern buildings
2) Four tiles to make roads or pipes, depending on the setting



Usage examples:
City Simulation, Martian base, side scroller


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happymonster
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« Reply #46 on: January 28, 2013, 03:34:25 PM »

Awesome! :D
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Code_Assassin
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freedom


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« Reply #47 on: January 28, 2013, 04:30:56 PM »

lolno

EDIT: ninja'd .... moonmans....everywhere.
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happymonster
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« Reply #48 on: February 03, 2013, 01:18:49 AM »

Any more tile ideas (or contributions) to fill in the rest of the grid? Smiley
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JigxorAndy
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« Reply #49 on: February 11, 2013, 03:24:13 PM »

This is a really cool project. Great artwork here guys!
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Twitter / Dungeon Dashers: Website / Steam Store
happymonster
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« Reply #50 on: February 14, 2013, 08:27:46 AM »

Thanks Andy.. Hope we have some more people contributing. Wink
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Whiteclaws
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« Reply #51 on: February 16, 2013, 09:06:37 AM »

Slimes for everyone Crazy

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VortexCortex
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« Reply #52 on: February 21, 2013, 02:14:45 PM »



Added a treasure chest with loot.




edit: Oops, I didn't see it was supposed to be only 2 colors per cell, and focus only on function.

On that note: One of the night skies has 3 colors, and well... so do a lot of the cells, especially if you count black Sad
« Last Edit: February 21, 2013, 02:58:41 PM by VortexCortex » Logged

JMickle
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« Reply #53 on: February 21, 2013, 03:06:34 PM »

i think by this point its fine if it still generally conforms to the style of the rest (which i think was the original consideration)
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Belimoth
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« Reply #54 on: February 21, 2013, 03:10:43 PM »

That is a very nice treasure chest.
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VortexCortex
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« Reply #55 on: February 21, 2013, 04:28:33 PM »

That is a very nice treasure chest.

Thanks.  Originally I had added these, before I read the rest of the thread...


...and realized that the other cells had less colors than I used.

____________

Edit:

Let's see, we've got 16x16 placeholders, and 12x12 placeholders.  So, that means we need...





6x6? Tongue
« Last Edit: February 22, 2013, 02:12:38 AM by VortexCortex » Logged

tnr
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« Reply #56 on: February 22, 2013, 06:36:12 AM »

This really should be stickied, pinned, or somehow attached to the top of the art page. Whatever it's called here, it should be up there.
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koiwai
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« Reply #57 on: February 22, 2013, 03:52:42 PM »

VortexCortex: These new tiles are awesome! Especially those green snake-ish monsters.. ))
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VortexCortex
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« Reply #58 on: February 23, 2013, 07:48:23 AM »

Yeah, those are my favorite too.

The gradients for the sunset sky were far too close together, so I fixed 'em, and added ghost animations.



Added a bigger sun for use in the sunset, here's a too-cluttered hastily thrown together mockup.



I'll use all these 6/12/16 placeholder graphics in an a game engine / tool test soon, so I may add stuff that's not as essential (like animation frames) because it's useful to have some simple tests for sprite animation code -- I guess "placeholder" still applies in this case; Not necessarily that anyone needs to add that kind of stuff.

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surt
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« Reply #59 on: February 23, 2013, 03:34:23 PM »

Thingy inspired by this thread (not 12x12 because evil npot):

Dev thread.
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Real life would be so much better with permadeath.
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