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Tag: pixel art

Super Maria Sis.

In this pixel art rendition I replaced the the characters of Super Mario Bros. for female characters becoming Super Maria Sis. in the tittle.

Mario became Maria just because it’s a single letter change and it works well. Marissa would also have worked.

Luigi became Ligia. Other candidates were Lucia and Luiza. In Italian the feminine name for Luigi is Luigina. Luigi is one of the many Italian forms for the german name Ludwig, which in French becomes Louis. So Luise would have been another candidate. In Portuguese Luís, Luis, or Luiz and their feminine version Luisa, Luíza. I choose Ligia because of the “G” sound.

It’s possible to create a patch over the original NES game when you Read Full Article, to make this art become a real game. There is a lot of examples on how to do that on this article from Female-Characters NES ROM hacks.

bug invaders

Sem dúvida os post-its nos tornam mais ágeis e são indispensáveis para metodologias que fazem uso de dashboards como Scrum. Mas o que fazer com as toneladas de post-its que são gerados e descartados? E o impacto ambiental? E o meio ambiente? E as araras-azuis?

Eis minha intervenção artística no escritório. Bug Invaders (sugestão de nome do Diego “Diegão” Andrade), nada mais justo já que umas das funcionalidades dos post-its é manter um rastro dos bugs e issues em aberto.

  • Lixo é ressignificado em arte (ao menos por um período antes de virar lixo outra vez).
  • Deixa o ambiente mais divertido.
  • Pixel art! Foram gastos 48 pixels.
  • Nostalgia.

My Free Tileset, version 9

More scenes and tiles for the free and open pixelart tileset. Also new monsters and characters but these will be showed in more details in another post.

Scientists discovery that they can’t keep a Gjelly (one of the new monsters) in cages.

lab incident

And also a little medieval scene. A naive princess got a Nhamnham monster as her pet.

cena princessa nhamnham

A new village scene, now with a pier, water, fence and new chars.

cena pier pixelart

There’s a plenty of new tiles. Now that we have a good basic tiles becomes easy to add more tiles.

free_tileset_version_9

JavaFX, Simple Tile Set

Tile sets are a very simple way to draw scenarios with repeated elements. From simple to complex ones using a very low footprint.

First step, load the png file that stores the tileset into a Image. The file tiles.png shoud be in the same directory of the source code. I adjusted some tiles from those tile set I’ve blogged here before into a grid of 10×10 tiles.

Set of tiles, example

var tileset = Image {
   url: "{__DIR__}tiles.png"
}

Notice that each tile have 32 of height and 32 of width. We will assume this and use theses numbers when performing calculations to find a single tile in our tile set.

def w = 32;
def h = 32;

To display a Image in the screen we use a ImageView node. A ImageView can have a viewport property to create crop or zoom effect. A viewport is just a Rectangle2D, a object with position (minX and minY), height and width. If we want to display the first tile in the tileset we do

first tile

ImageView {
   image: tileset
   viewport: Rectangle2D{
      minX: 0, minY: 0, height: 32, width: 32
   }
}

Notice that the minX determines the column and minY the row in the tileset. The first row is 0*32, the second row is 1*32 and so on. If we want to display the tile at the second line and third column of the tileset we do

another_tile

ImageView {
   image: tileset
   viewport: Rectangle2D{
      minX: 2 * 32 , minY: 1*32, height: 32, width: 32
   }
}

Those properties in a Rectangle2D are for init and read only. So I created a list with all Rectangles I can need for use as a viewport.

def viewports = for (row in [0..9]) {
   for (col in [0..9]) {
       Rectangle2D{
           minX: col * w, minY: row * h, height: w, width: h
       }
   }
}

The scenario map is stored in another list. The first element of the list is 7, that is, the first tile in the scenario is the 7th tile from the tile set.

var map = [
    7,  3,  3,  3,  3,  3,  3,  3,  3,  8,
   19, 26, 40, 41, 24, 13, 13, 23, 24, 19,
   19, 36, 50, 51, 34,  2,  2,  2, 34, 19,
   19,  2,  2,  2,  2,  2,  2,  2, 25, 19,
   19, 57, 58, 44, 45, 46,  2,  2, 35, 19,
   27,  3,  3,  6, 55, 56,  5,  3,  3, 38,
   19, 60, 13, 16, 47, 48, 15, 13, 61, 19,
   19, 70,  1, 33,  1,  1,  1,  1, 71, 19,
   19,  1,  1,  1,  1,  1,  1,  1, 49, 19,
   17,  9,  9,  9,  9,  9,  9,  9,  9, 18,
];

Finally to create a scenario with 100 tiles, 10 per row and with 10 rows, in a list called tiles. Each iteration of this loop creates a ImageView. Each ImageView will store a single tile. We get the tile number in the map list and so use it to index the viewports list.

var tiles =  for (row in [0..9]) {
   for (col in [0..9]) {
      ImageView {
         x: col * w, y: row * h,
         viewport: bind viewports[map[row * 10 + col]]
         image: tileset
      }
   }
}

Additionally I added two things to transform this program also in a (extremely)  simple map editor. At each ImageView I added a callback for onMouseClicked event. When you click on a tile, it changes its map position, ie, the tile. The next tile for the left button and the last tile for any other button.

onMouseClicked: function( e: MouseEvent ):Void {
   var amount = if(e.button == MouseButton.PRIMARY) { 1 } else { -1 };
   map[row * 10 + col] = (map[row * 10 + col] + amount) mod 100;
}

The other thing is to print the map list when the program is over. There is the full program:

package tileeditor;

import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.image.ImageView;
import javafx.scene.image.Image;
import javafx.scene.CustomNode;
import javafx.scene.Group;
import javafx.scene.Node;
import javafx.geometry.Rectangle2D;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.MouseButton;

def w = 32;
def h = 32;

var map = [
    7,  3,  3,  3,  3,  3,  3,  3,  3,  8,
   19, 26, 40, 41, 24, 13, 13, 23, 24, 19,
   19, 36, 50, 51, 34,  2,  2,  2, 34, 19,
   19,  2,  2,  2,  2,  2,  2,  2, 25, 19,
   19, 57, 58, 44, 45, 46,  2,  2, 35, 19,
   27,  3,  3,  6, 55, 56,  5,  3,  3, 38,
   19, 60, 13, 16, 47, 48, 15, 13, 61, 19,
   19, 70,  1, 33,  1,  1,  1,  1, 71, 19,
   19,  1,  1,  1,  1,  1,  1,  1, 49, 19,
   17,  9,  9,  9,  9,  9,  9,  9,  9, 18,
];

var tileset = Image {
    url: "{__DIR__}tiles.png"
}

def viewports = for (row in [0..9]) {
   for (col in [0..9]) {
       Rectangle2D{
           minX: col * w, minY: row * h, height: w, width: h
       }
   }
}

var tiles =  for (row in [0..9]) {
   for (col in [0..9]) {
      ImageView {
         x: col * w, y: row * h,
         viewport: bind viewports[map[row * 10 + col]]
         image: tileset

         onMouseClicked: function( e: MouseEvent ):Void {
            var amount = if(e.button == MouseButton.PRIMARY) { 1 } else { -1 };
            map[row * 10 + col] = (map[row * 10 + col] + amount) mod 100;
         }
      }
   }
}

Stage {
    title: "JavaFX Simple Tile Editor"
    scene: Scene {
        content: [ tiles ]
    }
    onClose: function() {
        println(map);
    }
}

Here is the result for that map

tlemap javafx

And you can try it yourself in your browser. Play it online now.

Here is a video of it working

[youtube]lxuBEoItB5E[/youtube]

Downloads:

Possibilities

We are using just  a image that can handle 100 tiles, tiles.png with less than 30Kb. The map is also composed with 100 tiles. Each tile we can choose between 100 different tiles, so we can compose 10100 different maps (one googol10 ). Most of them are useless and without any sense, but some are cool. 🙂

My Free Tileset, version 3

Changelog since the last version:

  1. I noticed that I had released another free tileset before with a different aesthetic approach. For now I’m merging it with the “My Free Tileset”. With them is possible to do things like this:
  2. Example

  3. Added a door.

I’m trying to find a good style for outside building for this set. I tried some kinds of roofs but they are not good yet.