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NOTE:
Internet Explorer users will find some of the city tiles, and perhaps other graphics on this site, will show the dreaded "red X". I think this has something to do with Microsoft's inability to handle PNG transparency very well. Thus, I  suggest that you ditch Internet Explorer for a far superior web browser FireFox.



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SUNDOG RESURRECTION IMAGE GALLERY HOME:

Welcome to my Sundog Resurrection Image Gallery page! The purpose of this project is to remake the classic 80's game Sundog (released on both the Atari and Apple computer systems).  I am known as "Terofal77" on SourceForge.net, and along with Bruce Webster (who was one of the two original authors of the classic Apple/Atari game) I am the project admin.
 

The Legal Stuff:
ALL IMAGES CONTAINED ON THIS WEBSITE ARE WORK PRODUCT OF THE AUTHOR AND/OR THE SUNDOG RESURRECTION PROJECT, AND ARE PROTECTED BY US COPYRIGHT LAWS UNDER TITLE 17 OF THE U.S. CODE AND APPLICABLE INTERNATIONAL TREATIES. 
UNAUTHORIZED USE OUTSIDE THE OFFICIAL PROJECT IS STRICTLY PROHIBITED. 





QUICK LINK: Play SUNDOG (Atari ST Version) on your PALM or SONY PSP!


<< UPDATE - JUL 24 2008 >>

FINALLY! AN UPDATE!
  Well, its been a crazy past number of months, but despite the silence on my end here, work has progressed. Many more city tiles and various other graphics have been produced, and new versions of the code have been released, which you can find on Patrick's webpage located here. Don't forget that info is also posted on our SourceForge site as well. I'm still fairly busy at the moment, but I peck away at the project when posible. So don't despair - things are looking good!



<< UPDATE - Jan 30 2008 >>

I added the revised mech bay lockers to the interface gallery, and also updated the OBJECTS gallery too.  I added the rotted food images, plus a few new sodas and burnt-out ship's parts.

<< UPDATE - Jan 28 2008 >>

I realized I had not updated this in a while, and some people might be wondering if anything is happening on the project. I can happily assure you things ARE happening, and there's been a regular hum of activity in the background. While my productivity has taken a nosedive since the end of the holidays, I have been working on some interface graphics for the game, most recently a completely overhauled general interface window. I'll post it in the INTERFACE gallery.

Patrick has also been working on the new hardware accelerated version of the game, and you can find links for it in the forums on the project homepage on Sourceforge. Once a version has significant functionality, I will post it to this page as well.  


<< UPDATE - Jan 15 2008 >>

`Found some time to do two more of the city tiles I missed from the Atari version. They are upped to the city gallery now.


<< UPDATE - Jan 13 2008 >>

This doesn't have anything to do with Sundog, but I just posted a Yellow Ribbon and a small page to accompany it as a sign of support of my sister, and for every man and woman (including their families) who is working in their nation's military.

<< UPDATE - Jan 12 2008 >>

I have been pretty busy lately, so my graphics work has trickled off. Heck, I've hardly been home at all the past week! But I did receive several emails from François, a fan of the original Sundog and someone excited in our project. He kindly provided me with a bunch of city tiles I missed after he toured all the cities in the game, and I have gotten around to drawing the first two. They are now posted in the city gallery.

As you may have read on the Sourceforge forums, work on the code has slowed a bit too due to Patrick's new baby, but the new 3D accelerated version of the game is looking good. The new code does not incorporate all of the previous code's functionality just yet (walking, engineering bays, cockpit buttons, etc), so I'm keeping the older code on the DOWNLOAD page, since that provides more functionality at the moment. But keep checking back, and soon you might find something pretty nifty.  :)

In this same vein of thought, we need 3D object modelers to create ships for the game. I did one ship fairly crudely for testing, but I'd like to see if anyone has 3D modeling experience that can help out. If you want to help, contact me at my SourceForge email.


<< UPDATE - Jan 04 2008 >>

I have updated the city gallery and now all the original city tiles from the Atari ST game are now for you to view. These tiles have been closely inspired by their Atari ST counterparts, so they should be fairly recognizable. In the event you don't see a tile here that you know is in the Atari version of the game, please feel free to contact me at my SourceForge email and let me know - preferably with a screen-capture of the missing tile and I'll draw it and add it to the gallery. Also, if the building can be entered, PLEASE tell me what type of building it is: bar, gun shop, etc.

What you might notice is that all other non-original city tiles have been removed. As of this time, I have drawn about 200 additional building tiles that were not in the original game, many of which were never posted on this webpage (I created almost half of them over Christmas vacation). The ones that were posted here I have removed, partly so people can easily see if any tiles from the original game are missing without sorting through tons of new tiles. Secondly, I removed the new tiles because the allure of exploring the game will be dulled if everyone has a chance to see everything before hand. I might post temporary special displays from time to time to show what's new, but only the original buildings will be on display. It was a tough call for me, since there are LOTS of really neat buildings that won't be displayed permanently now, but that's why you'll have to play the game. ;)

Lastly, I have begun drawing Enlie's tiles, and I might post them for a time, but I want them to be secretive as well, since part of the fun of going to Enlie is discovering a whole new culture there.



<< UPDATE - Dec 28 2007 >>

The only news I have at this point is that I'm continuing to plug away at drawing city tiles, creating at least 5 a day, and on good days creating 10 or more. Today I think I crafted 8 or 9, so it was a good day. Since I began taking my Christmas vacation, I think I have created about 65 brand new tiles and edited/revised about 35 of my older tiles I drew. My vacation is rapidly coming to a close, so I'm hoping to keep up the pace and get as many of these tiles done as I can before reality sets in once again.

As before, none of these new tiles have been upped to the website, so which I'm starting to think might be a good thing - I don't want to spoil the fun of exploring the cities by revealing EVERYTHING here on this website. ;)



<<
UPDATE - Dec 24 2007 >>

First, a very merry Christmas to everyone!

Second, I have been working on new city tiles over the past few days, and have redrawn all the original tiles from the Atari ST version of the game, minus Enlie and Banville, though Banville is almost done. (There may be some tiles lurking out there that I missed, but I think I nailed them all). In addition to the Atari-remake tiles, I have created an additional 20 or so new tiles. Again, no tiles have been posted - I am out of state and my trusty FTP program with all my saved passwords is at home. (which are different than my dinky web-based FTP via my ISP, so I'm content just updating my news and not uploading 50 images, one at a time)

I have also created four sets of inner-city terrain tiles. The original game had a simple green and black speckled pattern to mark the edge of the cities. Pushing this concept forward, I created the four sets to reflect the terrain that the city sits upon (moon, grass, dirt/sand, and snow/ice). The texture for each terrain is subtle (unlike the true terrain tilesets), and I have developed a series of alpha-blended tiles to allow "fringing" so that the tiles can smoothly blend into the city without gross blocky chunks.

UPDATE 2:  If you own one of the following: Palm, Zodiac, GP32 or Sony PSP, then I have a Christmas gift for you: SUNDOG (Atari version) ON YOUR DEVICE! Check the QUICKLINK above to info on how to install an Atari emulator on your Palm, PSP, etc device. (I was a non-believer until I got Sundog working on my Palm TX this morning).



<< UPDATE - Dec 22 2007 >>

Well, between all the holiday craziness, I have been busy working on more city tiles (I almost have all the tiles from the original game drawn, with the glaring exception of the Enlie tileset, which also includes unique interior art).  I haven't gotten to posting the new tiles to the galleries, however, so don't bother looking. :)

I have also redrawn some tiles to fit 100x100 tile size, such as dirt/grass tiles and the farm tiles, since the 80x80 tiles will be converted to 100x100, though this means no change visually for the buildings - the city block will remain 80x80 and the extra 10 pixels on the sides will form side streets. But the non-building tiles (farm crops, orchards, forest, etc) should be drawn out to 100x100 so they can be mended together seamlessly.

I have also been organizing the tiles and assigning them ID numbers to help prepare for the eventual task of building cities with a tile editor.  We're not to that stage yet by a long way, but when we do arrive there, there will be considerable work involved with mapping out all the cities.


<< UPDATE - Dec 17 2007 >>

Posted Patrick's new Sundog source code, located in the DOWNLOADS section. Some bug fixes for the menu, added the remaining gravlockers, including one using the "organics only" section. There are some green lines and boxes in this release to help fix some hotspot issues, so don't get too confused by them.


<< UPDATE - Dec 15 2007 >>

UPDATED PYTHON INSTRUCTIONS: I'm snowed in with a blizzard, so I expect to be doing some more art today, but in the meantime, I realized that my instructions for downloading Python was missing a critical link. Augh. The hazards of updating the website at 2am... Anyway, please go to the DOWNLOAD section and re-try installing things if it didn't work for you the first time.
 

Update #2: As predicted, I procrastinated on the shoveling (why bother? It's still snowing hard!) and produced some more tiles for the desaturated techy tile set. (Found at the bottom of this page) That tile set now has nearly 70 tiles - more than enough to make a few cities. The original Sundog only used 20 or so tiles per city, and simply repeated the same tile over and over again.

<< UPDATE - Dec 14 2007 >>

I re-edited all the "drab techy" city tiles and added shadows and a textured "sidewalk" foundation for them all. I think the improvement was worth the evening's effort, since that collection has a distinct look from the other city tiles.
 

<< UPDATE - Dec 13 2007 >>

I have been working on the new hospital interior, and it's finally done! (for now...I know I'll end up going back to it and touching it up some more...) See it in the INTERIORS gallery. 
 

<< UPDATE - Dec 12 2007 >>

Patrick has released a new version of Sundog (located in the DOWNLOAD page) that includes an embryonic but functioning Flight Management System (FMS), which is that vertical text menu next to the main screen that allows you to access warp functions, maps, etc. It is very limited at this point, and a tad buggy, but it currently allows you to charge the warp engines to any system. Also, clicking NAV/TAC will engage the tactical display and pan the ship left to right (up/down has a glitch at the moment). Right click once to disengage Tactical and return to Navigation control.


<< UPDATE - Dec 11 2007 >>

I added six more classic Sundog tiles, one starport tile (a control tower), and four brand new tiles (all hospitals).  An idea batted around a long time ago was to add a new type of accessible building, that of a hospital. The original game had at least one hospital building tile, but you could not enter it. Since I have some more spare time than usual at the moment, I'm cranking out some hospital tiles. I'll jump on the more intensive task of drawing an interior or two for the hospitals in a while... The idea, as I recall it, was that the hospital could be a place where you can pay the NPC to heal you and bring your stats up (without unhealthy side effects of the pills bought in the bars), and you can buy rapid heals there.
.

<< UPDATE - Dec 10 2007 >>


I was playing the Atari ST version of Sundog on Steem and realized that I never drew Tube Station graphics. Ooops. Hence, you will find nice new graphics in the INTERFACE section.

Also, after a long foray into creating brand new city tiles, I went back to the "roots" and remade a handful of tiles inspired directly from the Atari ST version of the game. I found these tiles in a city on Sosai, and since they aren't commonly used in the game, so they might look new to some people.



<< UPDATE - Dec 09 2007 >>

I updated the DOWNLOADS section to include links and a walkthrough of how to get the current version of the game running on your computer. SO GO PLAY SUNDOG! (or at least, the parts of Sundog that are coded already)

I also rearranged the CITY TILES gallery, since I have created 40 or so brand new tiles in the past month that are not inspired by the original game's buildings. Thus I split most of them off from the tiles inspired by the original game, and perhaps we can use them as a new "theme".

Besides rearranging things, I have drawn a handful of new "colorful" tiles
and a bunch of new "Drab Techy Theme" tiles. (Yes, I need to come up with a better names for these themes...)



<< UPDATE - Dec 06 2007 >>

I've been quite busy this past week, but I've worked on some graphics for the game regarding planets and graphics for various classes of suns.  I also cranked out a few new city tiles as well... those I'll upload tonight. 

<< UPDATE - Dec 01 2007 >>

Added an animated planet in the COCKPIT gallery. This is just for experimentation and feedback, tho.

 

<< UPDATE - Nov 30 2007 >>

Added a few controls to the COCKPIT gallery. I have also spent time experimenting with some rotating planet effects...not sure if they will make it into the first version of the game, but they look sweet.

I also edited the new character sprites to get rid of a glitch on the east walk sequence.
 

<< UPDATE - Nov 26 2007 >>

Well, I finished a preliminary version of the new character sprites, despite a massive pile of stuff to do at work and the holiday (I drove a total of 1,200 miles in 4 days). You can see the sprites HERE. Right now they are in color, though given that I'm not overly enthusiastic on how they turned out, I might opt to make them monochrome like the older sprites, albeit keeping the greater detail level with grayscale shading.

 

<< UPDATE - Nov 23 2007 >>

Nothing new updated in the past few days due to (a) the Thanksgiving Day holiday, but also (b) because I am working on redrawing the character sprite animations. They are taking quite a bit of time and I am growing a grey hair for every pixel I draw (drawing humanoid animation is NOT my forté) but the results are already looking better than the older animations.

Happy Thanksgiving to all of my American visitors, and for the rest (international visitors compose 48.90% of my web traffic) I wish you a very good weekend and hope that you'll find some time to relax or do something special!


<< UPDATE - Nov 19 2007 >>

In a mischievous mood, I drew a series of building tiles that spell out S-U-N-D-O-G.  These tiles can be mingled in with the other building tiles, and maybe on one or two cities somewhere we can spell out SUNDOG for the player to discover.


<< UPDATE - Nov 18 2007 >>

Drew some more ships to put into the starport. I also created a series of landing pads that can be constructed together to build a sort of airfield. It's fairly basic, but should be neat looking, and will allow us to create larger starports for larger, more sophisticated planets. The sundog will appear on one of the pads upon landing, and the other pads will randomly contain one of the ships, giving the appearance of spaceport activity.
 

<< UPDATE - Nov 17 2007 >>

Added some more city tiles.



<< UPDATE - Nov 16 2007 >>

I never was 100% satisfied with the old stock exchange machine, so I redrew the graphics from scratch, giving more screen space this time plus adding control buttons under the crawler screen. In the original Sundog game, I always hated it when I would miss a stock and thus would have to wait for a minute for the crawl to repeat again. This way, you can backup, fast forward, and pause.  See them in the INTERFACE GALLERY.

UPDATE2: I also added a few more city tiles, including a building under construction. :)
 

UPDATE3: I added some more spaceships to the CITY TILE gallery, for random placement around the spaceport to give the appearance of an active busy spaceport. ``
 

<< UPDATE - Nov 11 2007 >>

Added some more city tiles over the past few days. Over the weekend, I did a record 25 tiles! And all of them are brand new tiles, not replicas of the original Atari ST game. See
CITY GALLERY (under the Jondd/Wormed theme) for the new tiles.

 

<< UPDATE - Nov 08 2007 >>

Added some more city tiles, this time using a new technique that allows me to quickly create interesting and "Sundogish" looking raster 3D objects. I've played with this technique for a little while with other tiles I've done, but this was my first wholesale "sausage-making" use of it, where I cranked out as many tiles as I could in a short 4 hours session. I created 11 new tiles in the time is would previously have taken me to do three or four. Of course, these are brand new tiles so I didn't take any time matching my work to the original tile... either way, some cool tiles in the CITY GALLERY (under the Jondd/Wormed theme) and more to come...when I get some more time.

<< UPDATE - Nov 04 2007 >>

It's been a while for an update, as I've been massively busy. However I put together a handful more city tiles and uploaded them. Some are for the Banville theme, others for the "Drab Techy Theme" - yeah, I need a better name for it. I'll put it on the list of things to do. 

UPDATE: I added a poll on the CITY TILE page, so cast yer votes on your impressions of the city tiles!

<< UPDATE - Oct 23 2007 >>

Major update here: I added a bunch of new images at the top of the COCKPIT section, and updated the cockpit itself. I included significant descriptions of the images and their roles in the cockpit gallery, so I won't wax redundant here.

EQUALLY AS MAJOR, I uploaded a new database in the DOWNLOADS section. I realized as I was working on the new cockpit stuff that the database online did not have any data on star classes, planet gravity, distance from star, rotation time, orbit speed, etc, which is all necessary for determining where to plot stuff on the cockpit map. I added the data to the database and upped it.

There is also a new table listed that contains star class data - it is helpful for reference but might also be accessed during game play to display data on a star.


<< UPDATE - Oct 21 2007 >>

Added a few CITY TILES. Nothing too special, however, I turned the original Sundog's trailer park tile into something that looks a bit more authentic. :)



<< UPDATE - Oct 20 2007 >>

Added another bar to the INTERIORS gallery. We now have 4 bars to dine in. ;)

UPDATE: I added a gun shop interior as well. It takes me about 5 hours to do each one so doing two in one day says something (though the bar was actually completed at around 2 in the morning, so that might count as yesterday's work)

UPDATE 2: I had some more free time today as something I had scheduled was cancelled. Thus, I cranked out yet another interior, this time a hotel (again copied largely from the original game). I didn't spend long on it, and harvested lots of elements from the other hotel interior, figuring that no one ever uses the hotels anyway. I think I just paid to stay in one once just to see what would happen. Generally you aren't too far from the pod or ship, so sleeping isn't an issue.

In other news, this site has picked up quite some traffic lately, and from all over the world. Some of the countries represented include:
United States
United Kingdom
Canada
Germany
France
Finland
Denmark
Sweden
Ukraine
Spain
Australia
Portugal
Italy
Israel
Austria

 


<< UPDATE - Oct 19 2007 >>

Added two new interiors - a techy-looking bar and a parts shop. See them HERE.  Both are based on original Sundog interiors, though the bar graphic ended up having very little in common with the original image.


<< UPDATE - Oct 18 2007 >>

Added navigation beacon lights in the SHIP gallery.

Added a red alert light on the COCKPIT and uploaded the new cockpit graphic and the "on" version of the light.

 

<< UPDATE - Oct 17 2007 >>

Added player character animation strips to the ODDS N ENDS GALLERY.  Yes, Virginia, we have animation.

 

<< UPDATE - Oct 15 2007 >>

Added pod images in the ODDS N ENDS GALLERY, and posted a prototype GravKeeper with an organics section. I don't know if we'll do that, but since I have the graphics, I might as well post it since we're talking about it.

 

<< UPDATE - Oct 14 2007 >>

Amazingly, I found time today to complete the pod graphics and the ship-with-pod graphics. It's now after three in the morning and I've been sitting here since 10pm...I think... trying to complete this stuff. Anyway, look for the new ship images HERE.

Also, for fun, I did some test beacon animations. Once we figure out what sort of flash we like, I'll put it into a strip for animation in the game. (I kinda like just a single pulse, since it's more similar to the original game and planes don't usually have police-like flashers on the wings...)  The beacon test is below the new ship graphics HERE.

Added strip of images for the Grav Keeper in the interface gallery.

Added items to the OBJECTS gallery and reorganized it a bit.

<< UPDATE - Oct 10 2007 >>

It took 5 days of more work than my schedule can bear, and 3114 separate hand-drawn objects, but you can now catch a glimpse at the new Sundog ship HERE. It is not finished yet, as I know I'll be tweaking the shading here, fixing a minor glitch there, but basically it's all done. I just need to draw the pod and create the final ship-with-pod image.
 

<< UPDATE - Oct 5 2007 >>

Added enemy ships for combat and a seamless pattern of stars in the COCKPIT gallery.  Also threw a few explosions in there as well.
 

<< UPDATE - Oct 3 2007 >>

Revised the splash screen, located at the bottom of the ODDS n ENDS page. This screen is based heavily on the original Atari ST version.

Also moved the new 1024 sized cockpit to the COCKPIT gallery.

I also added more information to the GAME OUTLINE concerning the fuel system and consumption rates of the Sundog ship.


<< UPDATE - Sept 30 2007 >>

<LINK REMOVED AND IMAGES RELOCATED TO THE COCKPIT GALLERY>

UPDATE: Added character test beds in the Odds-n-Ends section. This is to test the feasibility of using textured single-color characters, since my early tests with animated full color sprites had unrealistic movement and the full-color image made the 25 pixel tall character too confusing and cluttered.

UPDATE II:
I altered the hash buttons in the COCKPIT GALLERY a bit, making them look more like buttons than indicator lights. While I was at it I fixed the NAV /TAC toggle switch, since it had an annoying line at the top that I never noticed until now.  I also updated the new cockpit a bit - see it over here...  I added a "TEST SYSTEMS" label, so a button can be placed underneath to test the indicator lights. I also fixed some cosmetic issues.
 

<< UPDATE - Sept 29 2007 >>

Added some IFF ship images in the COCKPIT section, and re-upped the cockpit graphics, this time with a lengthened status bar to accommodate the new blinking light bar and allow enough room for the game clock. .

UPDATE: I also added a zip containing the database files in the DOWNLOAD section. PLEASE read the accompanying message! (particularly about modifying the database).

 

<< UPDATE - Sept 28 2007 >>

Given some recent interest in the Sundog remake's cockpit graphics, I revised some spelling mistakes and other graphical issues, plus added a mask image (might be useful for plotting animation or graphics through the 'windshield', and added a shield scroller bar. All located in the COCKPIT section.

 

<< UPDATE - Sept 15 2007 >>

Added some more city tiles. Yeah.  It's a great way to procrastinate from my other work. Most of the new tiles are from the original game, with the exception of that sculpture looking thing. The power station (surrounded by the force field)  is from the original game, but I modified it a bit so it might not look so recognizable at first.

 

<< UPDATE - Sept 02 2007 >>

At long last, I got around to finishing the teleport graphics, which are located in the INTERFACE gallery. I also added a bunch of new city tiles from the original graphics (taken from a screenshot of the planet Wormed). .

 

<< UPDATE - Aug 31 2007 >>

Added a few more city tiles, for the high-tech theme I spoke about in the Aug 27 update. I like how the buildings are very grim and impersonal compared to the colorful and dynamic buildings styled from the original Sundog. When the player lands on a world populated with these tiles, he will immediately be struck by the sense that he stands in a starkly new culture.

Also added some more building tiles based on the original Atari ST version - this time taken from the planet Wormed. I also created a new Stock Exchange tile - I never was too happy with the first one I made (it was the third building tile I ever drew, and was actually originally drawn at 120x120 pixels, then shrunk to 80x80) so I figured I'd make another. Perhaps we can use both...

 

<< UPDATE - Aug 28 2007 >>

I fixed a broken link - the market engine link now works!

 

<< UPDATE - Aug 27 2007 >>

Added a few more city tiles. I'm creating a new batch of original tiles (such as the four I posted here) that have a similar look and theme (de-saturated browns, greens, and blues, very urban looking, etc) that I will use for certain high tech planets to give them their own feel. Banville also is a unique tile-set, which I have already made a number of buildings for.

 

<< UPDATE - Aug 24 2007 >>

I'm working on creating masks for all the tiles in the game (tedious but not painful work), and I added a few more city tiles to the list. Many of the new tiles are agricultural tiles (groves of trees, or various patterns of farmland that can seamlessly be connected to create large farm areas. The idea is to use them on agricultural-heavy planets, to let the city reflect the industry of the planet.

 

<< UPDATE - Aug 09 2007 >>

Added some more city tiles

Also, I added a section to show off some of the market engine for the Sundog remake. While the final engine is not ready for release yet (I am still running tests and evaluating the consequences on the economy, plus tweaking the prices and system/planet variables to achieve a healthy balanced market) I wanted to show off some of the results. Look for information on the market engine HERE.

 

<< UPDATE - Aug 04 2007 >>

Never satisfied with the dark greasy-looking grav lockers, I redrew them from scratch to make them fit into the decor of the Sundog's interior a bit better. I'd like Sundog Resurrection to have a somewhat consistent feel graphically speaking... I also made a special locker just for the pod. Check them out under the "INTERFACE" gallery.

Also, I've done a few more city tiles

<< UPDATE - July 30 2007 >>

Added desert and cratered moon tilesets, ready for Arnaud's tile editor. The desert tileset is completely redrawn since the original tileset was just too inconsistent to easily convert to seamless - now it looks great! The cratered moon tileset is still a bit choppy, largely because it was originally drawn on top of a collage of tiles taken from the original Sundog game (I think it was Enlie), and thus I was not able to really mould it as I wanted. I heavily edited it to make it seamless as possible, so for now it is satisfactory.

<< UPDATE - July 29 2007 >>

With the advent of Arnaud's great little tile editor for our little remake of Sundog, I decided the time had come to upgrade my Sundog Resurrection outdoor tile graphics, since the original ones were not quite seamless. Making a few maps with his tile editor drove that point home... soooooo.... I'm proud to announce that in the TERRAIN gallery there are 4 new tilesets ready for use in Arnaud's tile editor (they are marked "NEW!"). Those are the lava, ice, and "Earth" tilesets. I made an additional "Earth" tileset with green hue and finer noise detailing, which seems a bit more lush than the overall brown original. I also renamed the tilesets to that the filename gives you the information you'll need to plug into Arnaud's tile editor - for instance, "Tileset - Lava - 8x10x3.png" means that the tiles are laid out with 8 columns, 10 rows, and are spaced at 3 pixels.

There is a few more tilesets that need editing and spacing the tiles evenly, so I'll jump on them later. But please download the new tilesets if you intend to play with Arnaud's editor, since the old tilesets just don't look seamless at all when they are juxtaposed.