Tilesets/Tiling Guide: Difference between revisions
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== Visual Tiling Errors == |
== Visual Tiling Errors == |
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A '''Visual Tiling Error''' is a graphical error which causes the level to look visually displeasing, confusing, or straight up ugly. These should always be fixed when applicable. |
A '''Visual Tiling Error''' is a graphical error which causes the level to look visually displeasing, confusing, or straight up ugly. These should always be fixed when applicable. |
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{| class="wikitable" |
{| class="wikitable mw-collapsible mw-collapsed" |
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![[File:tiling01.png|alt=|thumb|Using the corner tiles is very important so that the levels don't look unfinished and generally ugly.|313x313px|center]] |
![[File:tiling01.png|alt=|thumb|Using the corner tiles is very important so that the levels don't look unfinished and generally ugly.|313x313px|center]] |
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![[File:tiling02.png|thumb|430x430px|Here is another corner error, this time on the insides of the corners.|center]] |
![[File:tiling02.png|thumb|430x430px|Here is another corner error, this time on the insides of the corners.|center]] |
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== Mechanical Tiling Errors == |
== Mechanical Tiling Errors == |
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A '''Mechanical Tiling Error''' is an error whose effects are not fully observable from within the level editor, as their issues are caused by in-game mechanics, such as how coins are collected or collision. |
A '''Mechanical Tiling Error''' is an error whose effects are not fully observable from within the level editor, as their issues are caused by in-game mechanics, such as how coins are collected or collision. |
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![[File:mtiling1.png|center|thumb|537x537px|All tiles must be extended at least 1 tile outside of the zone border to ensure no visible cutoffs at the edges if the screen shakes. ---- When pits are added to a level, players die only after they fall beyond the zone border, thus, walls below the zone should be extended by 4 tiles. ---- Likewise, the top of the screen extends about 8 tiles above the zone border, making above-the-zone secrets possible, in places where those secrets are not intended, walls above the zone should be extended by 8 tiles.]] |
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== Ice Tiling == |
== Ice Tiling == |
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{| class="wikitable" |
{| class="wikitable mw-collapsible mw-collapsed" |
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![[File:icetiling1.png|center|thumb|446x446px|Overworld ice tiles have a sharp snow top, underground ice tiles don't.]] |
![[File:icetiling1.png|center|thumb|446x446px|Overworld ice tiles have a sharp snow top, underground ice tiles don't.]] |
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![[File:icetiling2.png|center|thumb|444x444px|Make sure the shades of blue match up all the way to the top / bottom. If possible, try to avoid making the pattern repetitive.]] |
![[File:icetiling2.png|center|thumb|444x444px|Make sure the shades of blue match up all the way to the top / bottom. If possible, try to avoid making the pattern repetitive.]] |
Revision as of 19:09, 11 July 2022
While making levels in NSMBU / NSLU, it is important to be familiar with the usage rules and quirks of each tileset you will be using.
When you incorrectly use a tileset, be it a visual error (texture cut-offs, repetitive texture, etc) or a mechanical one (tile with no collision used as collision, or the opposite, etc), that is considered a Tiling Error.
Tiling Errors decrease the overall quality of your levels, so it is always good to check for them and fix any you find before considering a level final.
Below is a concise list of the most well-known Tiling Errors made by several modders in the past so that you can learn from their mistakes, aswell as detailed guides on how to correctly tile some of the more complicated tilesets in the game, such as Tower and Ice.
Visual Tiling Errors
A Visual Tiling Error is a graphical error which causes the level to look visually displeasing, confusing, or straight up ugly. These should always be fixed when applicable.
Mechanical Tiling Errors
A Mechanical Tiling Error is an error whose effects are not fully observable from within the level editor, as their issues are caused by in-game mechanics, such as how coins are collected or collision.
Tower Tiling
step 1. cry
step 2. repeat step 1