Cynon's Resource Factory

For some reason, this remix reminds me of a Soul Calibur 3 song (specifically a Chronicles of the sword one), idk why. Great remix tho! I like it.

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I’m hearing that too now that you mentioned it. Wasn’t quite on my mind when I started playing around with it. :smiley:

Alright, back to this tileset again. I noticed a problem this tileset (and the one this is derived from, kinda) has, and it relates to water boundaries. Means I can clean out some tiles that aren’t really going to be usable.

I also added the wheat field tiles and tiles for the rows they’d be planted in. That’s what these are supposed to be;

Three wheat tiles, and six unplanted tiles. They’re a bit rough but for now they’ll do. Mechanically I have all three of the wheat tiles set to use the forest terrain type.

You may also have noticed that on the light-to-medium fade tiles, I moved the left and right boundary tiles a bit, as seen below;

This is because I’ve noticed that the main use for those tiles, at least, for me, is for north/south bridges, and since I made an extra left/right boundary tile, it makes sense to group them like this
so that making longer bridges takes a few less clicks;

I may do likewise with the regular cobblestone border tiles as well, since there’s 3 variants for north, south, east, and west cobblestone border tiles.

As much as I’d like this tileset to be a do-everything tileset, I may have to make a variant specifically for more rural and suburban towns, but I’m honestly fine with that. Suggestions/comments/questions are more than welcome.

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I really like what I’ve seen so far. The addition of the wheat field tiles ended up reminding me of Minecraft lol, and if there was interest, you could expand this a bit and make another tile set that was more focused on a rural setting, like making a farm or a village that has crops planted around, like corn, tomatoes, carrots, and more, and also being able to have tiles where you could put animal NPC’s, like riderless horses, chickens, cows and more.

And funny enough, by focusing on blocked entrances to sewers as shown in the last screenshot, I suddenly ended up thinking of a tileset made for sewers or underground basements.

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The mineshaft tileset that I previously released can be repurposed for a sewer system or basement pretty easily, especially given what’s on it.

I do like all of the ideas there, especially since that would allow me to make some proper plantation house tiles so that some villainous planter aristocrats can be attacked, or something like that.

Space on the object palette (below) is at a bit of a premium at the moment but I think there’s a lot more unused tiles there than there appears to be.

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Two battle platforms based on the Pirate’s Cove tileset from Final Fantasy 5 that I’m seeing a lot of people using. If you’re unsure what I mean, I mean this cave;


(screenshot from TheOrangeFluffySheep on The Let’s Play Archive)

FF5 Cave Mint Teal Lighter Mint Teal Lighter
FF5 Cave Mint Teal Darker Mint Teal Darker

The sides might not look like they match that well, but you barely see them in GBAFE. I do mean barely.

…and here’s what they’re based on.
Gave Yellowgreen Light Moss Green

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The same physical space shown with both variants of this tileset. Ignore the goofed-up shed on the one on the left. An update to that one is shown below.

Personally, I think there’s a case for using both versions in the same project, but I don’t know if I’m alone there or not.

…and here’s what the tileset looks like at the time of writing. There’s a few (for now) duplicated tiles that I plan on taking out. Had to make some room for single-story buildings so some adjustments needed to be made.

Having the roofs for single and double story buildings start at the same place still looks a bit odd, but I think I’m going to just have to live with it unless I want to give myself more headaches with placing them here!

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So awhile back, I put Sweet Morgana into FE8, shown below. This midi actually has quite a few issues with it still, some of them might be perceptible.

Well, I’m at it again, here’s a very different version of Sweet Morgana that I slapped together. This one is NIMAP-compatible believe it or not, except for the church bell, which could easily just be replaced with NIMAPs… if you have to use NIMAPs…

Not even joking about this, but if you asked me to list my favorite character theme in a video game, Sweet Morgana easily takes the top spot.

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Time to show off some music, because why not;

Mordor: Depths of Dejenol (despite the name, not a Lord of the Rings game) is very similar to Legend of Grimrock (if you’ve played Grimrock and liked it… you might like Mordor, but it’s an old game), only it was made like 25 years before Grimrock. The soundtrack also sounds vaguely like klezmer, so why not make it sound a little more like klezmer?

I’m gonna be honest, the previous version of this song on that channel is probably the worst song ever uploaded there because the mastering was AWFUL. That’s been addressed here. Midi sequenced by Daniel Lippert.

Deus Ex music! This one got a much needed cleanup because we overlooked a lot of stuff with the original song.

Original midi sequenced by SelfDestructBoy. It’s the (very good) theme to an old 80s cartoon.

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More music, this time, more Deus Ex 1 music.

Strings section from Creative’s SB Live 4MB GM soundfont, piano from Pokemon Ruby, polysynth from Fire Emblem 7.

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More music. Again.

Ok so that really, really cool electric guitar is from the Timbres of Heaven soundfont … that’s a normal GM soundfont, not from another game, and if you’re at all familiar with it, well… you Know about how it’s both high quality and tempermental. Also, the samples for that electric guitar are waaay smaller than you might think they are.

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Quite a few changes to this, without changing the object palette all that much. Definitely planning on using the same object palette to make alternate variants on this tileset… because there’s a lot I want to do (and can do) that I don’t quite have space for.

So I wanted to make a warehouse/train depot tileset also, and got a bit sidetracked into making a wood interior. Here’s the results of that, so far…

Oh yeah, and some music in the original post will have download links in a few minutes.

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the interior reminds me of the tavern from mother 3, I forgot it’s name..

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Club titi?

no not the place in chapter 4, that tavern in tazmily village in chapter 1

I neglected to say this in the post above but a lot of the interior tiles there were adapted from Final Fantasy 5 tiles (the wood floor and walls were). SNES-era JRPGs, FF5, FF6, and Treasure of the Rudras in particular, along with RPG Maker 2000/2003 are easily the strongest influences on the kinds of tilesets I like and make.

I wasn’t thinking of Mother 3 when I threw that together, but given that Mother 3 takes a lot of design cues from older JRPGs, it’s not an unfair comparison to make.

Anyway…


Both of the following tilesets use the exact same object palette, and I can use the exact same object palette to make yet another variant.


…what’s with all the extra train tiles on the second variant, you may ask? A map like this one. :smiley:

Presently I am extremely happy with how this is working out, and I will be able to use the exact same object palette for yet another variant of this tileset, and I still have a bit more space available on it than I thought I would;

There are more unused tiles there than you think there are, and a few other tiles there that I have no plans to keep. So the flexibility and usability of this object palette is extraordinarily high for a GBAFE tileset. 8)

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ah, also the tiles are SO GOD DAMN AWESOME!!!

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The suburban/outer-ring variant so far. Supports a lot more one-story buildings and could have some uses for agricultural towns.

Test map!

… I may make a variant with 1-story buildings having cobblestone roads in front of them, and one with dirt roads, but we’ll see.

EDIT: Modified the text map a bit more, see below.

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So an update to that test map…

… and the tileset as a whole;

Note: This still uses the exact same object palette that the other Metro 2 tilesets use.

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Music!

Let’s start with two versions of the infamous Area 51 combat theme from Deus Ex 1, neither of which sound too much like the original, but that’s fine.

… and then the UNATCO Death theme from the same game, which is a pretty good unit death theme.

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