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Tag: art

My Free Tileset, version 1

Although everything I do is under the license Creative Commons Attribution Share-Alike, I’m starting to group my pixelarts works  and release them in single files under the GPL.

Here the first and small release:

In summary: you can use them freely for open source or proprietary, games or prototypes, professionals or beginners developers, for study or for lucrative purposes, whatever you want. You don’t need even ask me for that, just use it (but I appreciate a reference). You can even modify them as long you also maintain the same freedom for the derivative work. For complete details, read the GPL or ask your questions in the commentaries.

If you are looking for a free, big and great tileset, look the wonderfull work of The Mana Word project (both code and art under GPL).

Soon I’ll group others pixel art drawings of others games I made in a single tileset file.

If you have a similar work in a compatible license we can make release of them togheter and create a big free tileset.

Simple Java Tileset Example

Tilesets are a common technique in game development to create all kinds of tile-based games (from strategy to RPG games).

Here’s a example of simple 2D isometric square tilesets. I decided to use 32×32 pixels tiles and store 10 tiles per row in a single image:

I created a class called public class JGameCanvas that extends from JPanel from swing:

package game;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import javax.swing.JPanel;
 
enum Tile {
GRASS, GRASS_STONE, GRASS_BAGS, T3, T4, T5, T6, T7, T8, T9,
TREE, TREE_CHOMP, TREE_DEAD, T13, T14, T15, T16, T17, T18, T19,
ROAD_H, ROAD_V, ROAD_HV_DOWN, ROAD_HV_UP, ROAD_VH_RIGHT, ROAD_VH_LEFT, ROAD_CROSS, T27, T28, T29,
WALL, WALL_POSTER, WALL_END_RIGHT, WALL_END_LEFT, T34, T35, T36, T37, T38, T39,
T40, T41, T42, T43, T44, T45, T46, T47, T48, T49,
NEWS, T51,      RES_1, RES_2, BUSS_1, BUSS_2, HOSP_1, HOSP_2, MARK_1, MARK_2,
PIZZ_1, PIZZ_2, RES_3, RES_4, BUSS_3, BUSS_4, HOSP_3, HOSP_4, MARK_3, MARK_4,
PIZZ_3, PIZZ_4, RES_5, RES_6, BUSS_5, BUSS_6, HOSP_5, HOSP_6, MARK_5, MARK_6
}
 
public class JGameCanvas extends JPanel{
    private static final int tW = 32; // tile width
    private static final int tH = 32; // tile height
    private static final Tile map[][] =
    {{Tile.TREE,Tile.TREE, Tile.TREE, Tile.ROAD_V, Tile.GRASS, Tile.TREE, Tile.TREE_DEAD, Tile.GRASS_STONE, Tile.TREE, Tile.TREE},
     {Tile.WALL, Tile.WALL_POSTER, Tile.WALL_END_RIGHT , Tile.ROAD_V, Tile.WALL_END_LEFT, Tile.WALL, Tile.WALL_END_RIGHT, Tile.TREE_CHOMP, Tile.GRASS_STONE, Tile.GRASS_STONE},
     {Tile.GRASS,Tile.GRASS, Tile.GRASS_STONE, Tile.ROAD_V, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS},
     {Tile.PIZZ_1,Tile.PIZZ_2, Tile.GRASS, Tile.ROAD_V, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS},
     {Tile.PIZZ_3,Tile.PIZZ_4, Tile.GRASS, Tile.ROAD_V, Tile.GRASS, Tile.GRASS, Tile.MARK_1, Tile.MARK_2, Tile.HOSP_1, Tile.HOSP_2},
     {Tile.ROAD_H,Tile.ROAD_H, Tile.ROAD_H, Tile.ROAD_VH_LEFT, Tile.TREE, Tile.TREE_DEAD, Tile.MARK_3, Tile.MARK_4, Tile.HOSP_3, Tile.HOSP_4},
     {Tile.GRASS,Tile.BUSS_1, Tile.BUSS_2, Tile.ROAD_V, Tile.TREE, Tile.NEWS, Tile.MARK_5, Tile.MARK_6, Tile.HOSP_5, Tile.HOSP_6},
     {Tile.GRASS,Tile.BUSS_3, Tile.BUSS_4, Tile.ROAD_VH_RIGHT, Tile.ROAD_H, Tile.ROAD_H, Tile.ROAD_H, Tile.ROAD_H, Tile.ROAD_H, Tile.ROAD_H},
     {Tile.GRASS,Tile.BUSS_5, Tile.BUSS_6, Tile.ROAD_V, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS},
     {Tile.GRASS,Tile.GRASS, Tile.GRASS, Tile.ROAD_V, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS, Tile.GRASS}
    };
 
    private Image tileset;
 
    public JGameCanvas() {
        tileset = Toolkit.getDefaultToolkit().getImage(this.getClass().getResource("resources/tileset.png"));
    }
 
    @Override
    protected void paintComponent(Graphics g) {
        g.setColor(Color.black);
        g.fillRect(0, 0, getWidth(), getHeight());
 
        for(int i=0;i<10;i++)
            for(int j=0;j<10;j++)
                drawTile(g, map[j][i], i*tW,j*tH);
    }
 
    protected void drawTile(Graphics g, Tile t, int x, int y){
        // map Tile from the tileset
        int mx = t.ordinal()%10;
        int my = t.ordinal()/10;
        g.drawImage(tileset, x, y, x+tW, y+tH,
                mx*tW, my*tH,  mx*tW+tW, my*tH+tH, this);
    }
}

Program running:

Those graphics I created for the game Batalhão and are under Creative Commons Attribution Share Alike 3.0 license. The source code is under GPL license, download the NetBeans project with sources: tileset.tar.bz2.

OpenSolaris SVG Poster

Sometimes we just need an good template for organizing a OpenSolaris event, I didn’t found a good one in a reusable format so I did this empty OpenSolaris SVG Poster.

OpenSolaris SVG Poster
Download the svg file: opensolaris_poster.svg

But why an SVG poster? SVG means Scalable Vector Graphics, an XML specification and file format for describing two-dimensional vector graphics. If you use a typical bitmap format like png, gif or jpg and need to scale the image you will loss image quality.

Example of loss of image quality in a bitmap format

Using a vector graphics format you can scaled the image indefinitely without loss of image quality.

Example of loseless quality in svg image

Additionally is a free and open format and also very reusable. You can edit and use it in a broad set of tools, from a scalable image editor like Inkscape to, believe it or not, Netbeans!