DeadBox tileset III


These are tests for the third version of a tileset for DeadBox. I believe this has a better polish than the previous ones. The fake “perspective” is a bit weird though, and the player seems to be floating above the floor rather than standing on it.


Because of the weird projection, spike tiles had to be drawn in lots of variants. The use of an additional layer helped in lowering the variations needed to interface spikes with left-facing walls.


Water also needed some special tiles for connecting to left-facing walls, and another layer to place it on top of spikes.

I hope to be able to tell Tiled to help me place the correct combinations of tiles, but I suspect that would only be possible with a nightmare of an automapping rule file.

I wonder if there are better, more easy to maintain techniques…

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