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2D Platform Winter Tiles

Author: 
Aetherna
Wednesday, April 1, 2015 - 07:09
Art Type: 
2D Art
Tags: 
Platformer
platform
tiles
winter
ice
128
License(s): 
CC-BY 3.0
Collections: 
  • 2D - Platformer/Sidescroller Tiles
  • 2D Platformer Tilesets
  • 2D-Platformer Tilesets
  • 2D::Tile::Sidescroll
  • Assets selected for my open source platform game "Spinny the runner"
  • BattleGum
  • Loot run
  • Platform
  • Platform - Tileset
  • Side Scrolling Character Art Collection
Favorites: 
30
Share Icons: 
Preview: 
Preview

Fixed method of tiling compared to previous tiles.

Now they should tile without glitches.

128x128

Copyright/Attribution Notice: 
Marta Nowaczyk
File(s): 
winter ground.zip winter ground.zip 399.3 Kb [4719 download(s)]
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Comments

Monster Logix Studio
joined 10 years 2 weeks ago
05/14/2015 - 12:23
Monster Logix Studio's picture

Reskinning a game and plan on using these tiles if i can. Very cool - thanks for sharing!

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AngeReveur
joined 9 years 9 months ago
08/11/2015 - 13:16
AngeReveur's picture

I'm participating to The Week Of Awesome III GameDev.net competition and I'm using your Winter tiles and accesories, Thank You, they are awesome :).

You can check my project here: http://gamedevis.cool/en/category/the-week-of-awesome-iii/ . Do you have some other websites where we can see your work/contact you ?

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Pablodotnet
joined 9 years 6 months ago
11/24/2015 - 19:55

Hello! I'm using your WinterTiles in a project for my school, I'll post it here when finished it :) But I have a question! I'm using it in CoronaSDK exporting the Tiled Map in .json and .lua, my map is showing like this in the emulator, how can I fit it to the screen? I'm new in Corona :( Can you help me? Or @AngeReveur can you help me?

 

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AngeReveur
joined 9 years 9 months ago
11/25/2015 - 21:03
AngeReveur's picture

@Pabodotnet, I used my  own custom engine made in DirectX and C++, I don't have experience with other engines, but this is what I did for my implementation:

- you need to take in consideration that you need to scale what you draw depending on screen resolution

- I designed my tiled map for a screen having 460 pixels height

- for mantaining proportions on all others resolutions I did this in code when drawing:

  float scale=gameWindow.Height/460.0f; 

 D3DXMatrixScaling(&matScaling,scale,scale,1.0f); //apply the scale factor on the width and height of everything I draw

 

I hope I was clear enough... write us if you solved your problem and how, good luck :)

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Aetherna
joined 12 years 7 months ago
10/10/2016 - 02:24
Aetherna's picture

Saw it just now. Awesome! Thank you ^^=

 

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