Skip to main content

User login

What is OpenID?
  • Log in using OpenID
  • Cancel OpenID login
  • Create new account
  • Request new password
Register
  • Home
  • Browse
    • 2D Art
    • 3D Art
    • Documents
    • Music
    • Sound Effects
    • Textures
    • Featured Tutorials
  • Submit Art
  • Collect
    • My Collections
    • Art Collections
  • Forums
  • FAQ

Perspective Walls Template

Author: 
Clint Bellanger
Friday, June 18, 2010 - 16:47
Art Type: 
2D Art
Tags: 
walls
orthographic
perspective
RPG
Fantasy
Raster Art
Map Tileset
Pixel Art
Top-down
License(s): 
CC0
The authors of this content agree to license it under later versions of the licenses they selected above.
Favorites: 
5
Share: 
Preview: 
Preview
Preview

Many old games (notably Ultima VII) used this ortho 45 degree perspective; it's fairly easy to create pixel art in this style.  Here is a template for making graphics in this style.

The base tile size is 32x32, while the entire tile is 64x64.  Walls are 16 pixels thick, doors are 8 pixels thick.  A table and book are also provided for reference.

If your map needs layers, the walls line up to stack on top of each other.

See the preview below done with Tiled and this tileset.

File(s): 
perspective_walls.png
  • Add new comment

Comments

shirish
2011-02-21 09:15

wow, nice. Like it, plain and clean.  :)

  • reply
Anonymous (not verified)
50.73.116.41
2012-04-24 17:25

I got inspired by this tileset to experiment with a slightly different perspective. I love the Ultima VII perspective, but it can look very warped sometimes. I attempted to make it a little less skewed by using a 2:1px diagonal instead of a 1:1px diagonal .I haven't actually seen this used in a game before (although it no doubt has been) so I wanted to see what it would look like. I think it is an improvement towards a closer approximation of human perspective. I don't know what exactly this would be called, perhaps it is a variation of trimetric? The Ultima VII perspective is an oblique projection with halved depth commonly called cabinet projection.

The downside of this perspective is it creates unequal sides for bottom and right (perhaps why it isn't used very often in games) and so you would end up having to create 4 angles for a symmetical object instead of just 2 with the Ultima VII way. It also requires a 16x16 grid to line everything up correctly instead of a 32x32 and at least with tiled this means you can't just "paint walls" you have to place each one. It also may not be as immersive, but I think it is at least somewhat less distorted looking, and might experiment with it further. It also has the benefit of not as much horizontal wall hiding of objects.

 

 

 

  • reply

Add new comment

The content of this field is kept private and will not be shown publicly.
Right

More information about text formats

Filtered HTML

  • Web page addresses and e-mail addresses turn into links automatically.
  • Allowed HTML tags: <a> <em> <strong> <cite> <blockquote> <code> <ul> <ol> <li> <dl> <dt> <dd> <p> <br> <img> <del> <strike> <h1> <h2> <h3> <h4> <h5>
  • Lines and paragraphs break automatically.

Plain text

  • No HTML tags allowed.
  • Web page addresses and e-mail addresses turn into links automatically.
  • Lines and paragraphs break automatically.
CAPTCHA
This question is for testing whether you are a human visitor and to prevent automated spam submissions.
Fill in the blank.