Ultica Tileset update thread

Who says that a bad thing, I’d prefer THICC triangles though.

Wow, I thought this was just a simple break, not a whole entire new Tileset, love the absolute hell out of it though.

I guess I’ll join in with some sprites here and there when I’m not working.

Already added some in my fork (mutations)

Mutations are particularly easy because of the simple body sprites. No faces, weird angles, body size isn’t too large. Pretty much can change the body color to accomodate certain mutations.

Don’t know how to make wings though, I’ll leave that to someone who can make them for now.

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As soon as I have access to my actual computer, I shall try and figure out how to Github enough to give you my pig, paper, and gallon jug.
It might be a good idea to at least change the piece of paper pixel art at some point, as I couldn’t manage to get the design I wanted.
I hope they are adequate. Looking at your stuff from the pictures, they don’t seem to 100% fit, but it’s better than nothing. At least it might be used as a basis for an upgrade later on.

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https://discord.gg/kAXNZuy I’ve also started up a discord for people who want to contribute or follow development

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It shall be done. I may soon see you on the other side.
May the fork be with you, in these endevours of artistic creation.

Usually, although an Amiga could use some trickery to display 4096 colors at once. It was not often used for games, though.

Care to elaborate as to what you mean by all that?

The Amiga was a 16-bit machine, and the 16-bit era was characterized by palettes of 256 colors or less. The Amiga was an exception to that rule, because it had a special “Hold and Modify” (or HAM) mode that could show 4096 colors on screen at once, by having the blitter switch the palettes around as the screen was being drawn.
It wasn’t often used for games because it was a bit tricky to program and could lead to some visual artifacts. Most games settled for a 16 or 32 color palette and used the Amiga’s blitter for other effects, instead of devoting it to the HAM display.
This is an animation that used it:


This looks fantastic! I’ve noticed a problem in other tile sets for when an item is equipped or worn that there is not a tile for (items from mods mostly) in that nothing is displayed. Would it be possible to have a default item displayed for an item missing a proper tile? Like say if a mod added a rifle and a proper tile couldn’t be found to be displayed, it would display a default rifle item tile?

There’s kind-of support for that in JSON, (“looks_like” will replace the tile for something that doesn’t have a tile defined with the thing that it “looks_like”) but that’s the mod author’s responsibility, not the tileset makers.

The only real mod support I personally plan on is to make sure there are lots of resources for people to imitate the art style of the tileset. It’ll be up to other artists to support mods.

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Sorry to necro, but i just wanted to say how awesome this looks and hold out hope that somebody necros the project :smiley:


Still a good chance I will some day, I’ve just been on a roll with content lately

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With the tileset problems we’ve been facing, I’ve revived and done a lot more work on this project. Thanks to the scripting assistance of mlangsdorf and ralreegorganon, it’s almost ready for an in-game prototype. This will still be missing tons of images of course!

Art mock-up

Progress shot of in-game tileset

Any contributions either to github (https://github.com/I-am-Erk/CDDA-Tilesets) or via discord (https://discord.gg/kAXNZuy) would be welcome. I need artists, even novice ones can help a little, but right now we also need some very simple json work just to tell the game which sprites go with which item ID. This is incredibly simple work anyone could help with!


beautiful. looking forward for this.

I love it! Thanks for your hard work on this!

Ill be keeping a close eye on this. Looking good.

Is that a fungaloid? Hmmm, I think I like it.

Cool tileset, needs some work but what you have looks really high quality… Please keep it up.