DeadBox tileset II


This is the current “art” for both the tiles and the nameless character of DeadBox, in all its amateur glory. I tried to make it more streamlined than the previous one. It is also 16×16 pixels instead of 32×32, because I wanted to give a more pixelated feel when upscaled.

I am not sure about the blocks, but I find the black outline of the character quite useful.

In the lower-left corner you can see the metatiles we use to define solid and harmful tiles. They are automatically added by Tiled into separate layers whenever a regular tile is added. So, for example, whenever we draw spikes onto the art layer, the corresponding metatile is automatically added to the harmful layer (this is called automapping). We then export the tileset and tilemaps to the Godot engine, using a dedicated plugin. At runtime, Godot is able to distinguish how to handle a collision by telling apart the different layers.

I don’t know if this is a best practice or not, but I find it suitable for our current setup.

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