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I've gotten sick of my games looking really boxy and obviously tile based, so I'm going back to trying to achieve the look of Hyper Light Drifter, where there is significant variety in the tiling, angled walls and platforms, and a roofline broken up with silhouetted features. Here's a mockup I did today with the Pineapple 32 palette which does not really compare to HLD, but at least is not just a rectangular room with one type of wall tile and one type of floor tile...

#PixelArt #GameDev

in reply to Hyperlink Your Heart

That looks great! May I ask how you represent the different size tiles?
in reply to Charles U. Farley

@freakazoid There's only actually one tile size, 48x24 - just some of the tiles are subdivided and some of them are designed to work together. Here's a screenshot with the grid visible. This is still only in a graphics editor. I guess in a game engine you'd just have to be careful use the right tiles together!
in reply to Hyperlink Your Heart

Thanks for the explanation! https://www.mapeditor.org/ lets you define rules for which tiles go together, and I guess you could use the same rule format for programmatic generation in a game engine.

https://doc.mapeditor.org/en/stable/manual/automapping/

in reply to Charles U. Farley

@freakazoid Godot has a similar feature in its tilesets/maps, but I don't think it can handle knowing that 4 particular tiles of one "terrain" belong together, more just the transitions between e.g. grass and path or the edges of walls and the like. I do love that feature though! I'm not sure how well it would handle slanted wall tiles either. I had been thinking about trying Tiled again, it has been a while...
in reply to Hyperlink Your Heart

@freakazoid Oh but in Godot you can define "patterns", so you could place sets of tiles that belong together all at once. Maybe Tiled has something similar to that as well?