Game Development Community

Sickhead's TGB Tile & Sprite Pack #1

by Tom Spilman · in Torque Game Builder · 04/18/2006 (5:20 pm) · 27 replies

We've been working working on a tile and sprite pack for TGB and wanted to get some feedback from the community before we get into full production.

www.sickheadgames.com/tilepack_files/water_anim.gif

Take a look at our recently posted plan for details and the big pretty pictures. =)

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.

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#1
04/18/2006 (5:28 pm)
Its looking very nice :)
#2
04/18/2006 (9:39 pm)
How did you animate the tiles ? does that mean you can have animated tiles in the tile map editor !!!! sweeet !! i did not know !... man ! i am going to use this feature for sure :) thanks !

the tile pack looks great , personally i would not buy a tile pack but i am sure people who cant do nice graphics and dont want to bother dealing with an artist would be very tempted to buy it.
#3
04/18/2006 (9:43 pm)
@Steve - Yes you can animate tiles and use them in the tile map editor.
#4
04/18/2006 (10:02 pm)
@Steve
The benefit is not in using these in a commercial game (though the quality is definitely there), but in pitching it for further production. It's better than my placeholder art.
#5
04/18/2006 (11:55 pm)
@Steve - Ahhh... changed your post on me. =)

We figure the packs can serve many different purposes:

  • Aspiring game designers with little or no experience in game development that need a working example of how TGB can be used.
  • Lone wolf indies without artistic talent looking for quality royalty-free art for their finished games.
  • Students that want an attractive game, but do not want to lose time on their assignment.
  • [li]Individuals making prototypes that need to look professional enough to attract a team.
#6
04/19/2006 (11:42 am)
You know what i would buy tho ? TGB game packs... what i mean is something like the spacescroller demo that is included with TGB because for me its the otherway around :)

you could make packs like

match 3
2d racing
beat em up
platformer ( i think this one is comming from GG soon tho )

i would definitly buy those :) please someone.. make em :)

You can make only 1 short level as an example for each game but make it easy for TGB beginners to add more levels and change bits of it.

what do you think ?
#7
04/19/2006 (11:53 am)
Some of that stuff is on TDN. I know you need to script a lot of stuff yourself, and some of it needs updating to work with the current TGB release, but there's some good stuff there.

I can't speak for the others, but the Mannequin Man graphics I did for the platform tutorial I have no problem with you using them and including them in your games.
#8
04/19/2006 (12:21 pm)
@Steve - In some ways what we're doing is a lightweight starter.kit of sorts. We'll see how things progress this week.
#9
04/19/2006 (1:19 pm)
@philip man ! when i checked the TDN 4 TGB webpage half the stuff showed up as a blank editable webpage, but now its there !... weird. Thanks a lot i will check it out.
#10
04/19/2006 (1:47 pm)
I like it! Many people do not like 3D games as it makes them feel sick. My wife being one of them. A nice tile/sprite kit is very much welcome.
#11
04/21/2006 (3:45 pm)
I would definitely consider paying for a tile pack such as this. I love to code and feel my life seeping away whenever I attempt art.

So... what is the target price?
#12
04/21/2006 (3:51 pm)
@Kevin - I suck at art myself, so i feel your pain on that one.

The price so far isn't decided. Since this will be the first TGB pack released we'll have to feel it out. I don't want to speculate and will wait to see what the GG team thinks as we near completion.
#13
04/22/2006 (7:17 am)
Do you have a target release date?
#14
04/22/2006 (10:24 am)
Honestly i cannot say exactly as it's up to GG as to when it goes live on the site, but we should be done with content creation well before the end of May.
#15
06/01/2006 (12:24 pm)
Any update on the status of this pack? I figured I'd check in since we're now officially in June.

I'm looking forward to it!
#16
06/01/2006 (12:29 pm)
Hey Dennis. We're working towards a plan posting in the next week or so. Things are going well.
#17
06/01/2006 (12:36 pm)
Sounds great. Thanks for the update. :)
#18
06/21/2006 (6:55 am)
FYI. We put up a new blog post with a video this time....

www.sickheadgames.com/stuff/garagegamesimages/02_movie_thumbnail.jpg
Check it.
#19
06/21/2006 (7:20 am)
Hey Tom, how did you do the sorting? Engine modification or script? Looks nice :)
#20
06/21/2006 (8:16 am)
Its a C++ level change to TGB.

First we added a "sort point" to t2dSceneObject. This is a object space offset from the center of the sprite used when sorting the object on a layer.

Next we added the ability to change the sort algorithm used for each layer. This defaults to the standard "creation order" sorting on all layers. For the layer where your player and scene sprites will be you can select the YAXIS sorting. This mode sorts all objects on that layer by the y value of their sort points.

For example... for a barrel you would put your sort point to where the center of the bottom of the barrel would be. You can do tricks like stacking barrels by placing the sort point outside of the sprite. It's hard to explain, but one minute with it and you fully understand it.

The plan is to get these changes into TGB head sometime after we release the pack and get some community feedback on it.
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