Hey there, it's me. While I wait for some attention on SMW Fix - official patch - v. 2.2, I drew some tilesets. 3 to be exact. Now I'll show each one, depending on the day. I'm no Gamma V and post multiple tilesets. Those tileset were drawn with some inspiration.
Here's the day 1 tileset:
Organic tileset - version 2
You do remember the thing release at the Summer C3 2020. Now I'm showing more of it.
Here you see the organic pipe. You can change the colors to orange or red if you wish.
Small tissues can be added.
Slightly bigger ones can be added.
Slopes are added and can be combined with tissue walls. The eyes are animated.
Spikes can also be added normally and with tissue walls.
You can also add small tissues on slopes.
Here's the Map16:
Now it has been organised much better.
Download from: Here
Now it's day 2 and I'll show another tileset:
Organic Fortress
This tileset is meant to fit the organic castles.
The start. You can add arrows. That green thing is a door. Other door types can be added.
You can also connect the fort FG with the inside, like in NSMB. Block types have been added.
Spike types included. You can insert organic pipes as well.
Arrow signs are varied.
Small platforms can be added and the small and big tissues are animated.
The purple tissues can be connected with the ground. Here you see other door types.
Here's the Map16:
Here
It's the final day of this tileset and you've been expecting this. Sure there are a few Map16 problems, but those can be fixed you know.
I present you:
Yoshi's Island Beach-Deset final tileset
Some of you said this tileset lacks a ground pattern. This version fixes that. Keep in mind that ExGFXD5 is shared for both the Organic and this tileset, but did manage to save the ExGFX file.
Here are some screenshots:
Tileset now has ground pattern.
You can also add rocks, courtesy of Gamma V and the original YI. Credit Gamma V of course. Thought those would fit.
Tileset is also compatible with Gamma V's YI Pyramid BG.
You can also use this with my tileset.
Rocks can be set just like in YI. You can set those to be grey or brown or both. Gamma V's quicksand tileset is included.
You can also add the ruins blocks and the spike is drawn by me.
Those are compatible with my tileset.
If you think I'm done, then I do have another thing to say:
There are 2 versions of the same tileset, marked a and b.
I'll post what I mentioned in the .txt file:
Version 1 has:
-uses almost 2 Map16 pages or 242 tiles;
-the SMW essentials are kept, like the goal tape, midway tape, bonus block, 3-up moon, spinning turn blocks, berries and on-off blocks;
-the turn blocks, switch palace blocks and Yoshi coin are safe to use;
-palette 7 has been overwritten for the quicksand tiles. The goal tape has its own other part of the palette intact;
-you can overwrite the remaining GFX with your GFX.
If you use version 1b, then remember that palette 1 is also overwritten for the BG, as the regular BG had palette 0 there.
Version 2 has:
-uses over 2 Map16 pages or 366 tiles;
-the SMW essentials are gone, but re-did some animation. The door, 2 ? blocks, turn blocks, brown blocks and coins are kept;
-palette 7 has been overwritten, not only by the quicksand tiles, but also by the ruins blocks. Credit Gamma V for those;
-added rocks from YI and also added another palette for them, while making those compatible with the beach/desert GFX;
-added my own version of graffiti for this tileset, one being from the game and another from the same game, but edited a bit.
If you use version 2b, then remember that palette 1 is also overwritten for the BG, as the regular BG had palette 0 there.
Instruction are in the samples folder.
Here's the Map16 of version 1 of my Beach-Desert tileset:
Here's the Map16 of version 2 of my Beach-Desert tileset:
One more thing:
Big download: Here
You can download this, but if you wait of those small Map16 to be fixed, which happens after C3, then I'll release the tileset, along with the custom blocks that comes with it.
I do have another thing to show, especially since most seem to care about ASM, music or other things. Even GFX have their own charm.
I did draw certain castle sprites related to future.
Here I go:
The lights are animated and most drawn sprites will be using those.
I tried to animate this grinder as best I could.
You do see a future bowser statue. While it does look similar to the custom future theme version, it's not quite like that. The laser colors have been fixed. The other animations have been done.
Here you see the future thwimp and hothead. They do look mechanical.
It's the sparky, along with the falling platform.
To make this fishbone edit work, you must change the palette to 9 via Tweaker.
Ball'N'Chain in action.
My best drawing is the thwomp. It starts with a +, then it switches to ... when Mario is near and - for angry.
Download from: Here
I hope those drawing do satisfy you.
Here's the day 1 tileset:
Organic tileset - version 2
You do remember the thing release at the Summer C3 2020. Now I'm showing more of it.
Here you see the organic pipe. You can change the colors to orange or red if you wish.
Small tissues can be added.
Slightly bigger ones can be added.
Slopes are added and can be combined with tissue walls. The eyes are animated.
Spikes can also be added normally and with tissue walls.
You can also add small tissues on slopes.
Here's the Map16:
Now it has been organised much better.
Download from: Here
Now it's day 2 and I'll show another tileset:
Organic Fortress
This tileset is meant to fit the organic castles.
The start. You can add arrows. That green thing is a door. Other door types can be added.
You can also connect the fort FG with the inside, like in NSMB. Block types have been added.
Spike types included. You can insert organic pipes as well.
Arrow signs are varied.
Small platforms can be added and the small and big tissues are animated.
The purple tissues can be connected with the ground. Here you see other door types.
Here's the Map16:
Here
It's the final day of this tileset and you've been expecting this. Sure there are a few Map16 problems, but those can be fixed you know.
I present you:
Yoshi's Island Beach-Deset final tileset
Some of you said this tileset lacks a ground pattern. This version fixes that. Keep in mind that ExGFXD5 is shared for both the Organic and this tileset, but did manage to save the ExGFX file.
Here are some screenshots:
Tileset now has ground pattern.
You can also add rocks, courtesy of Gamma V and the original YI. Credit Gamma V of course. Thought those would fit.
Tileset is also compatible with Gamma V's YI Pyramid BG.
You can also use this with my tileset.
Rocks can be set just like in YI. You can set those to be grey or brown or both. Gamma V's quicksand tileset is included.
You can also add the ruins blocks and the spike is drawn by me.
Those are compatible with my tileset.
If you think I'm done, then I do have another thing to say:
There are 2 versions of the same tileset, marked a and b.
I'll post what I mentioned in the .txt file:
Version 1 has:
-uses almost 2 Map16 pages or 242 tiles;
-the SMW essentials are kept, like the goal tape, midway tape, bonus block, 3-up moon, spinning turn blocks, berries and on-off blocks;
-the turn blocks, switch palace blocks and Yoshi coin are safe to use;
-palette 7 has been overwritten for the quicksand tiles. The goal tape has its own other part of the palette intact;
-you can overwrite the remaining GFX with your GFX.
If you use version 1b, then remember that palette 1 is also overwritten for the BG, as the regular BG had palette 0 there.
Version 2 has:
-uses over 2 Map16 pages or 366 tiles;
-the SMW essentials are gone, but re-did some animation. The door, 2 ? blocks, turn blocks, brown blocks and coins are kept;
-palette 7 has been overwritten, not only by the quicksand tiles, but also by the ruins blocks. Credit Gamma V for those;
-added rocks from YI and also added another palette for them, while making those compatible with the beach/desert GFX;
-added my own version of graffiti for this tileset, one being from the game and another from the same game, but edited a bit.
If you use version 2b, then remember that palette 1 is also overwritten for the BG, as the regular BG had palette 0 there.
Instruction are in the samples folder.
Here's the Map16 of version 1 of my Beach-Desert tileset:
Here's the Map16 of version 2 of my Beach-Desert tileset:
One more thing:
Big download: Here
You can download this, but if you wait of those small Map16 to be fixed, which happens after C3, then I'll release the tileset, along with the custom blocks that comes with it.
I do have another thing to show, especially since most seem to care about ASM, music or other things. Even GFX have their own charm.
I did draw certain castle sprites related to future.
Here I go:
The lights are animated and most drawn sprites will be using those.
I tried to animate this grinder as best I could.
You do see a future bowser statue. While it does look similar to the custom future theme version, it's not quite like that. The laser colors have been fixed. The other animations have been done.
Here you see the future thwimp and hothead. They do look mechanical.
It's the sparky, along with the falling platform.
To make this fishbone edit work, you must change the palette to 9 via Tweaker.
Ball'N'Chain in action.
My best drawing is the thwomp. It starts with a +, then it switches to ... when Mario is near and - for angry.
Download from: Here
I hope those drawing do satisfy you.