All resource files copyright Richard Hamilton. You can do whatever you want with them as long as you don't explicitly claim they are yours or object to other people using them. There is a somewhat-longer license with the ObjLibrary.
No credit required.
Note: Some of these tilesets have lines between the tiles. These are placeholders to make it easier to see where one tile ends and the next starts. The green lines indicate the edges of the tiles. They are not part of the tiles themselves. Tilesheets with these are spaced out a bit. For example, the tiles in a 32x32 tileset with 1-pixel spacing lines actually start at 0, 33, 66, etc. instead of 0, 32, 64, etc.
32 x 32
3D Platform tiles prototype
The grey tiles represent inaccessible locations.
The red tiles should be displayed in front of the player.
The blue tiles should be displayed behind the player.
The tiles with the green '
2's are duplicates of other tiles. They are intended to be used to add an unusual feature to the world. For example, a fossil could be added to a dirt tile.
48 x 48
Ground tiles: dirt, concrete, snow, metal
Conveyer tiles: 4 frames each
64 x 64
These tiles were originally intended for a 2D RTS game. The world would be a grid with a terrain type in each position. The tiles would appear offset between the cells, with one terrain type at each corner. The four terrain types I intended to use were grass (including forests), cobblestones (which would appear on grass under buildings), and shallow water (which land units could walk on at a speed penalty), and deep water (which was impossible to land units). I made three (provisional) smaller sets of tiles for the different terrain types, which were combined into a single large tileset. The organization of the tileset was finalized whe I abandoned the project, but I had intended to improve the tiles themselves (especially the edges of the grass).
Which tile to use could be calculated as follows:
(x, y) = (4 * TR + BR, 4 * TL + BL), where
BL are the terrain types in the top right, bottom right, top left, and bottom left corners respectively. The ordering of the terrain types were deep water (
0), shallow water (
1), grass (
2), and cobblestones (
3). Lookup would have been very fast. However, in hindsight (4? years later), I think drawing more than one tile would probably have been OK, especially because it would have more terrain types. With the single tileset system, each terrain type increased the size of the tileset by a factor of 4, which was prohibitively expensive in memory. I especially think a forest floor (dirt?) terrain type which would have been nice. Mountains (bare rock?) and sand would also have been nice.
These are just fades between the deep water and shallow water tiles. I was happy with the fades, but the base images could have been improved. Any little doodads (e.g. water plants) would have to be added after the fade effects were applied.
I used "fade images" with shades of grey from white to black to represent how much of the two tiles should be used at each point in the combined images. However, I don't think there was ever a single image for the combined tileset.
All possible 64x64 Tile Combinations
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