Update: Sickhead TGB Tile Pack
06/21/2006 (2:12 am) by Russell Fincher
The content pack and the video...
Work on our first content pack for Torque Game Builder has run a little longer than intended (though I'm glad to say we've got a lot going on around here these days), but we've got enough built to share what we've been up to. Obviously this is looking more like a full-on top-down starter kit than just a tile pack, since the code will be included to get this stuff working right outta the box. (box not included)
So this release will not only have the tiles and sprites listed in my previous plan, but also include all the sorting and 3D code that Tom's been working on, as well as a few royalty-free sounds.
Check out the video below for a run-through of a little demonstration map. Sorry for the poor quality. There's a reason we're not called Sickhead Video Encoding Company.
We've enabled a sorting system that governs which sprites are in front, as well as a 3d-ish collision volume tweak that gives them depth. Direct any technical comments here to Tom, since I don't get the technical stuff. Good thing thing for me he's made adding the sorting information for the sprites dead simple. I'm also glad to say we'll be including a lot of animated vegetation, just subtle stuff like the trees and the elephant ear plant seen in the video. A small breeze goes a long way towards livening things up.
Finishing up
As far as the art goes, we're still pretty much on track for the content listed before. We mostly wanted to show off the current state of the "gameplay". We'll wrapping this stuff up in the next couple of weeks and it should hopefully be available soon after that. Take care, gang...
Lead Artist | Co-owner
Sickhead Games
About the author
Primarily focused on handling art development at Sickhead Games, a Dallas-based independent game development studio; running a solid, full-time, purely self-funded indie startup since 2002. We are currently concentrated on development tools, simulations, various contract work, and prototyping games for the Torque game engines. In my spare time, I teach digital arts and sit on game technology advisory committees at several Dallas area universities. I'm an Associate Developer with Garage Games, and a moderator at GameProducer.net. I love talking shop, so if you're an indie developer using Torque, send me an email and introduce yourself. view profile »
Good luck with the release results
Maybe you could saturate a bit more some part. The trees are maybe too sad for example.
Dungeons tiles!
Just out of curiosity, are you viewing on a Mac or PC? The gamma difference between the two has been a thorn in my side as long as I've been making images on computers. I gave up creating any game art work on the Mac (which is my platform of choice, btw) just because, given time constraints, I'm able to please the most people if the art is geared for PC gamma.
I'd love to hear how other artists handle the cross-platform graphics problem. When I was creating art on the Mac I would use GammaToggleX to approximate PC gamma, but still you'd have to do some conversion and have two sets of art in the end, which is pretty unreasonable. I doubt games will start using ICC color profiles any time soon. Not that I'd want to deal with that. ;)
Otherwise it rocks, the sorting seems to be really smooth :)

Torque Owner Tom Eastman (Eastbeast314)