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Damian
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Quote Damian Replybullet Posted: 10 June 2013 at 2:29am
You know that feeling when you accidentally leave your treasure in a tree :0 - GAMES.

I like what you've done so far, I specifically like the floor tiles, the way you have it now conveys more 3D space than before. Could I add, please edit you post to include the TODO list and list of ideas, saves people having to go back pages.

Edited by Jim16 - 10 June 2013 at 2:28am
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Damian
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Quote Damian Replybullet Posted: 10 June 2013 at 2:31am
Originally posted by surt

Playing with a large-scale concept.
Paged, and needs to be seen.
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surt
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Quote surt Replybullet Posted: 10 June 2013 at 5:26am
CC0 if anyone wants to use anything from it.

My hand hurts.

Edited by surt - 10 June 2013 at 5:27am
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Quote Ellian Replybullet Posted: 10 June 2013 at 5:32am


-Ribbit-
(I shouldn't animate stuff when I'm low on time, this clearly lack luster; feel free to edit at will)

a3um >> This rafflesia and chest are lovely. And the ground tiles look really clean, keep going!

surt >> Insane. Love it, it's really game-like.


Edited by Ellian - 10 June 2013 at 12:13pm
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skeddles
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Quote skeddles Replybullet Posted: 10 June 2013 at 5:25pm
a3um and surt: your ideas are great and beutiful, but we have to stick to one style. If we keep changing the style midway, the project wouldn't ever be done, that's why we decided on a style first and plan to stick with it. I really do love them though.


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Mr.Fahrenheit
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Quote Mr.Fahrenheit Replybullet Posted: 10 June 2013 at 6:13pm
I think Surt's map might be like an overworld type thing. (?) Not sure though.
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Quote Gecimen Replybullet Posted: 11 June 2013 at 8:47am
Originally posted by skeddles

a3um and surt: your ideas are great and beutiful, but we have to stick to one style. If we keep changing the style midway, the project wouldn't ever be done, that's why we decided on a style first and plan to stick with it. I really do love them though.


I think a3um's latest edit is right in the same style with the original tiles. I don't think there's anything wrong with more tiles of the same concept: Levels done with only 5-6 tiles are boring.

And surt's is just a little sketchy.
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surt
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Quote surt Replybullet Posted: 11 June 2013 at 1:02pm
It's a sketched concept, so yes.
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Quote JerryPie Replybullet Posted: 12 June 2013 at 9:52am
I fully agree with Gecimen. -- Multiple tiles of the same theme are way better for a level. It quickly gets boring when you see only 1 grass or dirt tile repeated over an entire level.
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Quote theether Replybullet Posted: 12 June 2013 at 3:37pm
A game needs more objects to interact with :P
 
This mushroom would be some kind of spring allowing the player to jump higher.
It's rather unrefined so if anyone wants to, please edit :)


Edited by theether - 12 June 2013 at 3:37pm
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Quote CraftyPixel Replybullet Posted: 12 June 2013 at 8:38pm
- Looks nice! but a bit bland if it came to gameplay :/ -
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Quote CraftyPixel Replybullet Posted: 12 June 2013 at 8:39pm


- This is awesome! should take this approach! :D -
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Numberplay
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Quote Numberplay Replybullet Posted: 12 June 2013 at 8:43pm
Originally posted by theether


A game needs more objects to interact with :P This mushroom would be some kind of spring allowing the player to jump higher.It's rather unrefined so if anyone wants to, please edit :)




There are bouncy mushrooms in Sonic & Knuckles and Sonic Rush Adventure. Both in the first level if that can inspire anyone.
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M.E.
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Quote M.E. Replybullet Posted: 13 June 2013 at 1:30pm
Hello All,

I would like to work with these tiles in a game engine, but kindly ask if there can be a store where the tiles are placed so it can be used more easily!?!

Best regards from
M.E.
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IceyPinkLemons
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Quote IceyPinkLemons Replybullet Posted: 13 June 2013 at 11:15pm

Well here's something I started, but never finished. A giant tarantula. I never got around to recoloring it so that it would be more spidery, but if you think the sprite is any good, I could give a go at fixing it up.
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RileyFiery
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Quote RileyFiery Replybullet Posted: 14 June 2013 at 12:07am
That is looking good to me Icey.
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Damian
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Quote Damian Replybullet Posted: 14 June 2013 at 3:18am
Icy, that looks pretty cool and creepy at the same time. I'd love to see it finished
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Quote Spot Replybullet Posted: 14 June 2013 at 5:02am
I'm working on a sloth (for fandom reasons) and have drawn an Aztec-y jaguar warrior (which I dislike because it doesn't quite fit the style of the other characters).

Uploads coming soon.
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Quote Squirrelsquid Replybullet Posted: 15 June 2013 at 8:05am
and there he was... stranded on a tiny island, with a monkey presenting a banana... what vicious monkey plans could it have with that!?
water could need some work I guess. but it's a start. not working with outlines too often. Lol
vote for squirrels crates!
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Numberplay
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Quote Numberplay Replybullet Posted: 15 June 2013 at 9:47am
I love the water <3<3<3 Wonder what it would look like animated.
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Numberplay
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Quote Numberplay Replybullet Posted: 15 June 2013 at 7:42pm
Now I'm a bit confused. Do we keep the old tiles or take A3um's new tiles? We can't have both it's too much work and they're not compatible.

@Noburo Your tiles don't fit the jungle theme.

Edited by Numberplay - 15 June 2013 at 7:42pm
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Noburo
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Quote Noburo Replybullet Posted: 15 June 2013 at 7:49pm
Aaaarrrghh!!! I accidentally hit delete on my post.....

Edit: Ok, recovered my post by hitting the back arrow a few times.

Beehive and a lantern.


Also, how does everyone feel about having a public Google Drive folder to store completed tiles? All files are viewable and downloadable by anyone, but must have a Google account to upload images, which we can only allow certain people to upload, or leave it open for anyone. Also, you can download the Google Drive desktop app to have a local folder that syncs all files.

I went ahead and set one up so everyone can see how it would work. Also, I went ahead and split up a3um's awesome terrain into tiles, which I included with a few other tile sets I uploaded to Google Drive.
https://drive.google.com/folderview?id=0ByvnRF8TPykbSWNMM0ZrajFJeEE&usp=sharing

Edited by Noburo - 16 June 2013 at 12:07pm
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Noburo
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Quote Noburo Replybullet Posted: 15 June 2013 at 8:00pm
A3um's and the original tiles actually work better together than you might think. Sure they can't be used side by side, but as separate pillars they work as they are fairly close in style. As Gecimen stated earlier, the more tiles there are to work with, it will provide more variation.

As far as the tiles go, the lantern is intended to go with the tent/camping area, and a beehive is in the first post as an idea.
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Quote Cheetah Replybullet Posted: 15 June 2013 at 8:25pm
Well apparently we were working in parallel as I also tuned a whole bunch of the work done thus far into usable tiles. Note that these were designed for my game mockup which is currently functioning on 1 layer so there is a bunch of overlap that could be eliminated by having multiple layers. I made only minor adjustments to have better transitions an a greater ability to interchange tiles.



Here is a screenshot of these tiles working on a single layer in game.



PS: Special thanks to Craftypixel and Squirrelsquid for the amazing additions to the tileset. I basically redid all my tiles just to include this stuff.

Edited by Cheetah - 15 June 2013 at 8:38pm
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Numberplay
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Quote Numberplay Replybullet Posted: 15 June 2013 at 8:33pm
@Cheetah Ah yes this looks better. Maybe add transition tiles on the edges in the middle. The tiles ends too abrubtly without them.
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Quote Squirrelsquid Replybullet Posted: 15 June 2013 at 11:02pm
I'd go with tile variant 2 ( the edit) and with the original character style.
I like the more realistic proportioned one, as a sprite.
But I think for a "general generic jump n run game", the body features are too defined, personal, and not generic enough.
Also the "boxier" characters are more cute, and thuse more suited for a broad audience.

Edited by Squirrelsquid - 15 June 2013 at 11:02pm
vote for squirrels crates!
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Numberplay
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Quote Numberplay Replybullet Posted: 16 June 2013 at 7:25am
Well since you guys said we can keep working on the old ones. I resumed my work on them.




Tell me what you think. I intend on working on cave areas under these parts.

Edited by Numberplay - 16 June 2013 at 7:24am
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Noburo
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Quote Noburo Replybullet Posted: 16 June 2013 at 5:21pm
I've continued tweaking the tile sets, and went ahead and threw together a mockup with Pyxel Edit. I have uploaded the tile sets in PNG format with transparent backgrounds, as well as Pyxel Edit tilesets. Pyxel Edit tile sets are under "Other > Pyxel Edit Tile Sets". I'm going to continue to add tiles to the sets as I have time.
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Quote Flame99999 Replybullet Posted: 16 June 2013 at 5:50pm
@Noburo, Nice. The background looks a bit... Plain, I guess. Needs a bit more detail and scenery, like clouds or hills or something.
---
Plus, don't we need a few weapons? I could get started on a sword or a dagger for the main character.
EDIT:
Ta-da, one shiny sword, and dagger, for the Hero. Feel free to edit it if you want. Might be a little, Ah, Small.

Edited by Flame99999 - 16 June 2013 at 8:37pm
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RileyFiery
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Quote RileyFiery Replybullet Posted: 16 June 2013 at 10:08pm
That's amazing water Squirrel.
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M.E.
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Quote M.E. Replybullet Posted: 17 June 2013 at 1:49pm
Hello All,

If you could stick to the 32x32 tilesets, just like the background that has been uploaded to the drive, I will be able to drop it into the game-engine.
The background worked pretty ok, but the foreground tiles and the objects need a lot of work in graphical editors to get it to work.

The engine can produce Android, Flash, iOS, Windows and Mac native applications.
At the moment I have a crash on the Android version (on Galaxy s2 and tab note) but the flash and mac should run.
The iOS app only works on my adHoc devices and I can't publish it for the rest of you.

The easier it is for me to drop stuff in the scene the easier I can create levels! (supply both left and right animations and tiles for instance)



PIXELJOINT GAME PAGE (pre-Alpha!)

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Noburo
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Quote Noburo Replybullet Posted: 17 June 2013 at 2:59pm
Hey M.E., all of the items uploaded to the Google Drive should already be spaced out into 32x32 tiles. I wouldn't say that anything currently uploaded is a final tile set, it's just something to play with. Which tiles are you referring to as the "background" tiles? Also, how many different layers are you working with? This knowledge will make it a lot easier on us to know how to combine tiles.

Edit: Also, I played around and started working on a basic soundtrack. It's still need quite a bit of re-recording and mastering, but I just wanted to throw some of it out there. It is in the Google Drive under Other > Sountrack.

Edit: Edit: Ugghhh.... I just realized that the beat in the Jungle Beat I made is very nearly a recreation of the music used in Donkey Kong Country. Bird chirping and all.

Edited by Noburo - 17 June 2013 at 4:13pm
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M.E.
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Quote M.E. Replybullet Posted: 17 June 2013 at 9:06pm
Hello Noburo,

Thank you for your interest.
I'm referring to an older background tile set:
background

The width and height of these can't be divided by 32:
171x190 terrainwatertrans
190x189 terrain
Mockup can't be made with these tiles without editing them!


Best regards from
M.E.

Edited by M.E. - 17 June 2013 at 9:09pm
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Noburo
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Quote Noburo Replybullet Posted: 18 June 2013 at 6:25am
I think you might have old versions of files.

Current files uploaded to Jungle Set > Completed > Tiles
objectstrans - 224x96
environmenttrans - 192x192
terrwainwatertrans - 288x320
templetrans - 128x192
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M.E.
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Quote M.E. Replybullet Posted: 18 June 2013 at 1:32pm
At this moment I can't get the normal tiles to work.
I can't get the transparency and get information from the other tile in the 32x32 matrix.

I made a video demonstrating the flight of the bird on one scene.
Demonstrated: Android (galaxy Tab Note, galaxy s2)
and iOS (iPhone 3gs, iPad Mini)

YouTube PixelJoint pre-alpha run

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Quote Cheetah Replybullet Posted: 19 June 2013 at 3:00pm
Here is my start on some sloped tiles. I started with the dirt tiles because I thought they would likely work better. Obviously I only textured the first one, but if anyone is willing to help out it would be greatly appreciated. Sloped tiles are severely underused it platformers and I think this project could benefit by including them.


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M.E.
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Quote M.E. Replybullet Posted: 19 June 2013 at 8:52pm
Current state:

* Camera Follow
* Used older tilesheet
* Jump&Run style
* Death by fall
* Bird does not act like a bird : it falls

For the time being I will only update flash and android:

PJ Pre-Alpha

Best regards from
M.E.


    Edited by M.E. - 19 June 2013 at 8:53pm
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    Scarab
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    Quote Scarab Replybullet Posted: 19 June 2013 at 9:13pm
    Here's my first pass at an animation for Ellian's jungle cat:

    8 frames, 80ms exposure.

    I certainly wouldn't mind critiques/suggestions. :)
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    Numberplay
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    Quote Numberplay Replybullet Posted: 19 June 2013 at 9:20pm
    Why don,t you make it move from the left of the gif to the right? Now it just looks awkward when it stays in the middle.
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    M.E.
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    Quote M.E. Replybullet Posted: 21 June 2013 at 1:58pm
    Hello,

    The current status:

    - (internal) Multiple player-charasterics : bird-flight, jump&Run, no-jump, fight or ignore
    - Scene switching
    - (internal) Inventory system -> select item you need to advance later
    - push or fight or transparent : Change characteristic of enemies dynamicly (fight or ignore)
    - Navigate to scenes, doors, areas
    - Point & Click

    The direction of the game will be very broad as there will be very different graphical designers.
    One wants to fight - skill-like , others want puzzle games and others want an adventure.

    While waiting for tiles, assets and animations to come I'm using rough placeholders and
    examine the effects the graphics has on the different devices.

    Again only flash and android at the moment:

    PJ PreAlpha

    Best regards from
    M.E.
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    DawnBringer
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    Quote DawnBringer Replybullet Posted: 24 June 2013 at 11:40am
    Bump!
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    guima1901
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    Quote guima1901 Replybullet Posted: 25 June 2013 at 2:12am

    hey jim could u help me with this one?
    i am not so good with pixel art

    Edited by guima1901 - 25 June 2013 at 10:13pm
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    Quote guima1901 Replybullet Posted: 26 June 2013 at 6:47am
    here is a bridge
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    Hapiel
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    Quote Hapiel Replybullet Posted: 26 June 2013 at 7:34am
    That bridge is beautiful! The rope might be a bit overdetailed though, would it work as a single color?

    I would really like you to cut out the single, repeatable tiles :). You could even add them to the wiki yourself!
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    Quote Hapiel Replybullet Posted: 26 June 2013 at 8:00am
    Originally posted by Scarab

    Here's my first pass at an animation for Ellian's jungle cat:

    8 frames, 80ms exposure.

    I certainly wouldn't mind critiques/suggestions. :)


    Whoa, impressive animation! These things are hard to do and I think you do it great!
    The body seems to be a bit bigger than the original but of course the original body can be resized as well.
    Maybe it needs to be slightly faster? 6 frames? Keep the air time but only 2 frames of floor contact per leg?
    Also, you are making it hard by inventing your own walk... Usually cats land on their front paws before their back paws, and therefor have a very stretched out moment in the middle. Check out this ref maybe? By stretching out the cat less it will not go as fast as in this example. (so its more usable for a game)
    Also, I uploaded it to the wiki


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    guima1901
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    Quote guima1901 Replybullet Posted: 26 June 2013 at 9:40am


    Is the rope better?

    Edited by guima1901 - 26 June 2013 at 10:14am
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    Damian
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    Quote Damian Replybullet Posted: 26 June 2013 at 12:46pm
    guima, I really like the bridge. I've made an edit as shown below. Don't be afraid to play with foreground objects, they can really make even a simple game seem more immersive . For example, having a rope in front of the character gives a fake sense of 3D space!



    Edit:
    Saw you're earlier post, for someone who apparently sucks at art, you sure show a lot of potential.

    Edited by Jim16 - 26 June 2013 at 12:47pm
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    Hapiel
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    Quote Hapiel Replybullet Posted: 26 June 2013 at 12:54pm
    Of course foreground tiles would need to be seperated from the background tiles in order to be usable..

    Guima, the rope looks 'better' on the more detailed version, however it is most important that they are consistent with the chosen style. It is for that reason that I suggest a flat color as in Jim's edit.

    @all:
    Ohh, this topic requires some cleaning up. I am coming to help out soon!
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    Damian
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    Quote Damian Replybullet Posted: 26 June 2013 at 1:18pm
    Daniel, it won't be hard to separate foreground from the background. I'll post that later.

    edit:

    Edited by Jim16 - 26 June 2013 at 1:55pm
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    M.E.
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    Quote M.E. Replybullet Posted: 27 June 2013 at 9:01am
    Nice bridge.

    Unfortunately it isn't 32x32 pixels at the moment and it appears that there are mixed background colors going on.

    If the base of the bridge are seperate tiles from the top I should be able to let the user walk on it as long as it doesn't curve to much.
    If the ropes are on different tiles I can have it on a different layer and let it appear in front of the actor. Hopefully this will look '3D' like as you want!

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