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Slime Knight
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Vikings of Midgard in High-Def! 
 PostMon Dec 06, 2010 8:23 am
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UPDATE: View the tile map editor on YouTube to see what is to come of this software: http://www.youtube.com/watch?v=0eg6TeCO3nM





What does everybody think? It is missing the animated tiles and layers, but over all I am able to load and display entire maps, either zoomed out, or zoomed in.

I am either planning on making a stand-alone map tile editor, or perhaps porting the engine over. I think a map tile editor would be first, if anything. I would hope to add some nice advanced features, such as randomizing tiles on the map. This would be useful for generating trees in a forest, or debris on the ground. I may also add tile chunks, where you can place a bunch of tiles at once. This would be useful for say, placing houses that look similar in a town, even wells, or other multi-tile objects.

I will stick only with bare tile map editing, you can manage everything else in custom. Tilemaps are the simplest to read and write, and their format is not going to change that often. Mouse support will more than likely be added as well. It will run on both Linux and Windows, as CUSTOM currently does. I haven't decided upon how to load and save data from the RPG files, I don't want to cause any corruptions. Currently, this works on an unlumped version of Vikings, and am working with the files directly. What I may do, is make the editor search for a working.tmp folder in the usual places and edit the maps directly from there. This would mean that you will need to open the game in custom before launching this editor, and keeping custom open. Although, I do not see much trouble with this. James did state that maps are not going to the new RELOAD format, and the tile maps will remain the same for the most part.

Any suggestions are welcome! Subscribe to this thread here, if you want updates to the process of this. The full source code is currently on CastleParadox, on this page:
http://www.castleparadox.com/ohr/viewtopic.php?p=84355#84355

For the record, I will keep any very technical in nature in that CP thread. Anything related to a testable demo or new developments will be posted here.[/img]
 
 PostMon Dec 06, 2010 12:42 pm
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It looks great... and... buggy. What happened to the water? And the bridges?

Lovin' the HD, though. This would be INSANELY helpful in making my next game. Just to maintain control of what goes where and how everything is proportionality good.
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 PostMon Dec 06, 2010 5:02 pm
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That's just zooming out, while cool, is not the same as an actual high resolution game (which would feature larger graphics to account for more pixel space). Zooming out would not always be desirable in every game, as well.
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Slime Knight
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 PostMon Dec 06, 2010 7:34 pm
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Newbie Newtype wrote:
That's just zooming out, while cool, is not the same as an actual high resolution game (which would feature larger graphics to account for more pixel space). Zooming out would not always be desirable in every game, as well.

The zoomed out mode uses no zoomed out mode, it's using the original 20x20 tiles. Game.exe currently zooms in by 2x to gain a 40x40 tile size.

High def is classified by the resolution of the image 640x480 vs. 1280x720 vs. 1920×1080.

J_Taylor wrote:
It looks great... and... buggy. What happened to the water? And the bridges?

I haven't got to the animated tiles and layers yet. Currently it supports layer 0 editing only. I hope to have layer 1+ within a few hours. Animated tiles are stored interesting and will take a bit more time to decode and display properly on the screen.

J_Taylor wrote:
Lovin' the HD, though. This would be INSANELY helpful in making my next game. Just to maintain control of what goes where and how everything is proportionality good.

That's the over all plan on this, people have been asking for a mouse-based tilemap editor for a few years now, and even a higher resolution map editor. Which I agree would make it much easier to design maps over all.

I'll see if I can upload a beta version sometime today for people to demo out. I will purposely disable the save feature until everything works, but still back-up your RPG file(just in case(this is beta software afterall)).
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