Qbasic: the Magazine 08.14.99 Issue 12

By Gavan

 Welcome to the third art tutorial, written by…Me. This tutorial can be read independently of the previous two, although it is suggested that you read the others anyway, because they were written by Me (and you can pick up the conventions used in My tutorials). Is there a slight air of egotism in this article? =) This tutorial steps out of shading concepts and into the wonderful world of tiling. Tiles are (usually square) blocks of art that can be repititiously blitted to the game screen to make a world. The advantage to using tiles, as opposed to using very large bitmaps depicting entire areas, is that tiles take up much less space, and are easier to work with from a programming perspective (testing collision, for example). The downside to tiles is that they are not entirely flexible, and the final product they represent tends to look "blocky" or repititious. There are several methods of tiling, but first it is necessary to learn seamless tiling, the root of tiling techniques. One thing to note in this tutorial is that some of the larger coordinate blocks are depicted with cyan borders for the purpose of simplicity. ART 3

## More tiles for ya

(not so?) trivial corrections from previous issues
I would like to correct some explanations of techniques that I have now refined…the first is metallic shading for flat objects. A better way to do it is use streaked regions that fade from dark to light, and then back to dark again (like the gold ones in A(2,5). These regions are used in varied angles on each face of the object. The second technique that I want to correct is pseudo- refraction for flat faced objects…for each face, a random angle of the metallic shading described above should be used. Good examples of this are the jewels I ripped off of the DA2 border, shown in A(3,5).

More tips for making cool tiles

• Like I've said before, avoid making any areas of your tile too different from the rest of the areas in the tile…unless…
• …you make multiple versions of one type of tile. Let's take a brick-filled tile for example…you could have a large, awkward brick in one of the tiles, another tile be slightly normal, and another tile have some cracks in it. This way you could distribute the tiles randomly for a varied, not-so- bland-and-uniform environment.
• Try as you might, you cannot shade an entire tile, because it will not tile correctly (unless you shade darkly on all sides with a highlight in the center, but damn that looks stupid). You can, however, shade components of a tile…take a cobblestone pavement tile for example. You can shade each individual cobblestone and still have the texture tile perfectly.
• The food pyramid you always see on cereal is boxes BS…nobody can eat eleven servings of carbohydrates in a day…Its just a cheap ploy to get more cereal consumers on the market.
• Don't run with scissors.

summary
This must be my most confusing, sloppy, and rushed article yet…so if you have any questions, feel free to email me at gavbug@napanet.net, or better yet, ICQ me at 17653643 (no authorization required). Just be so kind as to not ask about the Spice Girls, Backstreet Boys, or any crap like that =) Look out for the next article I will do (not necessarily next issue)…it goes into quantum mechanics and the theory of the fourth dimension; well, it does three dimensions, at least >8) .

 Ask Gavan how you can seamlessly tile your blitted sprites at this address.