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Two Questions 
 PostTue Jul 08, 2014 6:11 am
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Two completely separate questions.

1.
One is the backdrop that u need to import using a specific bitmap format. I have tried a bunch of different ways to try to upload a basic pic for the intro game screen as well as a backdrop for battle scenes. What program should I use to save it to the right format/size bmp.
2.
Can somebody explain the vehicle use a little more in depth than the tutorial. I can't seem to figure how to make the characters get on my boat. Also figuring out how to assign proper zones for the boat to floss on!
Thx!!
Liquid Metal Slime
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Re: Two Questions 
 PostTue Jul 08, 2014 7:05 am
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MCShangTsung wrote:
Two completely separate questions.

1.
One is the backdrop that u need to import using a specific bitmap format. I have tried a bunch of different ways to try to upload a basic pic for the intro game screen as well as a backdrop for battle scenes. What program should I use to save it to the right format/size bmp.
2.
Can somebody explain the vehicle use a little more in depth than the tutorial. I can't seem to figure how to make the characters get on my boat. Also figuring out how to assign proper zones for the boat to floss on!
Thx!!


1) The backdrop must be a .bmp at the same size as the backdrop dimensions. Any bit depth should work I think but the game editor will reduce the bit depth upon importing it. I forget the proper dimensions for the backdrop, the easiest way to do it is export a map tile set to check (since they're the same size).

I personally use photoshop, but any program works. Lot's of people even just use paint due to it's simplicity. One thing I used to do before I got photoshop was I used to draw my backdrops in the game editor as a map tile set, then export it, and import it back in as a backdrop. This way the colours will always match up perfect.

One common mistake you may run in to when importing the backdrop is the editor will say something about making a given colour on the backdrop transparent. If you don't want one of the colours to be transparent then you must click 'esc.'

2) If you are specifically making a boat I suggest you do this:
-draw a map that has land tiles, dock tiles and water tiles.
-seperate the water tiles from the land/dock tiles using a flat wall within the map editor. Now your character should not be able to walk in to the water, they should only be able to walk on the dock and the land.
-Next make a vehicle, give that vehicle a speed other than 0.
-Where it says "mount to" and "dismount to", set both as "B."
-Go in to the vehicle bitset menu and check off the following:
-dismount one space ahead
-pass walls while dismounting
-Make sure all other options are off for now.
-Go back to your map editor and set all the docktiles as wall "B"

You're all set, now test it! What should happen is your character should only be able to mount the boat from the dock, and should only be able to dismount to the dock. When the character mounts and dismounts they will always step one tile ahead. This means the character will always pass over the wall barrier which separates the land from the sea. Thus no character will be walking in the water, and not boats will be riding on land.

That's it! Hope it helped. Also be sure to experiment with other stuff in the vehicle bitset. You can do lots of neat stuff like make the vehicle hover... pass through special walls, keep you from entering battles, etc..
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Metal King Slime
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 PostTue Jul 08, 2014 7:23 am
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Backdrops need to be exactly 320x200. Ideally you would save it as an 8-bit bmp using the same palette as your master palette. If it contains colours other than the 256 master palette colours you will get far far better results if you convert to your master palette using an external program. You can also save it as a 24 or 32 bit bmp, but it turns out that many 24/32 bit bmps weren't supported in Beelzebufo. (That problem has been fixed in nightly builds of the next release.)

I see that that vehicles article hasn't been updated to say that the buttons for marking out 'A' and 'B' tiles have been changed to Ctrl+A and Ctrl+B, in wallmap mode. That's probably the problem. Note that you don't have to draw all these tiles one by one. The Paint tool is especially helpful, if you've got shore tiles onto which you want to be able to mount/dismount to. In wallmap mode press P to switch to painting. Move the cursor over a shoreline tile. If that tile is in a layer other layer 0 (in tilemap mode), use page up and page down to select the layer. Then press Ctrl A or Ctrl +B. The box tool is also useful
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