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Tutorial The Glorious Return Of Mapping Thread

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Saruish

Dragon Tamer
Well. I did mine but I miss a spot...erasing is such a pain. too bad we cant just make a flood that transparented and floods the stuff needed for it.
I use GIMP (gnu image manipulator program) which is free, has a crap ui but has lots of features. I haven't used paint.net but people seem to get on with it fine so you could try that one too. Basically, there's free good image editors out there, don't use paint.

In GIMP you can use magic selection to pick all pixels in an area of similar colour based on a threshold you set, or you can pick an area of the same colour with another tool, you can use selection tools to isolate areas so you don't go over lines, I'm sure paint.net can do all this too.

I assume if this is using the alpha channel from the PNGs then we can do semi transparent textures too, btw.
Lol I use to use that. But I seem to have got it done now.
 

DracoHouston

Kolben Developer
Contributor
I tried all options for that xnaformatter tool on a WMA of the sprout tower music but the game just won't use it. At least there's only no music and not a crash lol. Reach, hi def, compressed or not compressed, nothing worked. If I unchecked build audio and songs it would not build a xnb at all. I'd really love to know what content pipeline thing its run through, is it one that doesn't just come with xna?

nilllzz would it be possible to include all the gold/silver tracks in the next build? Increases the download size a bit but at least it would be out of the way. tracks are pretty small anyway
 

Saruish

Dragon Tamer
I tried all options for that xnaformatter tool on a WMA of the sprout tower music but the game just won't use it. At least there's only no music and not a crash lol. Reach, hi def, compressed or not compressed, nothing worked. If I unchecked build audio and songs it would not build a xnb at all. I'd really love to know what content pipeline thing its run through, is it one that doesn't just come with xna?

nilllzz would it be possible to include all the gold/silver tracks in the next build? Increases the download size a bit but at least it would be out of the way. tracks are pretty small anyway
That sucks... hmm.. Im not sure on how to help yea on that. Busy at the moment adding the npcs to the maps(all tho I havent did their png files yet. I'm just using the ones that was already in the files we have. Just to you know. get the complex stuff out of the way. )
 

DracoHouston

Kolben Developer
Contributor
nilllzz warp blocks aren't triggered by the move command in scripts and slide blocks, this was the only compact setup i could get going with slide blocks. lining them up like the gif above doesnt let you have stairs that are 2 tiles high. I'm thinking of building the door to the next level into that wall
 

Saruish

Dragon Tamer
Looks very nice. I just got done recording bellsprout tower Trainers and items. as well as a bit of the story.

Here Violet city with npc's and signs btw. Tho the png for the npcs are wrong and Earl script doesn't quiet work yet http://pastebin.com/8FVAnXbB
 

DracoHouston

Kolben Developer
Contributor
Looks very nice. I just got done recording bellsprout tower Trainers and items. as well as a bit of the story.

Here Violet city with npc's and signs btw. Tho the png for the npcs are wrong and Earl script doesn't quiet work yet http://pastebin.com/8FVAnXbB
good work, post it in the missing content thread too please. i posted my sprout tower floor 1 map and textures if you want to fiddle with the NPCs there. I went there on SS version to see what sprites they use and i couldnt find ones that matched. maybe we need some more npc sprite sheets lol
 

Saruish

Dragon Tamer
Looks very nice. I just got done recording bellsprout tower Trainers and items. as well as a bit of the story.

Here Violet city with npc's and signs btw. Tho the png for the npcs are wrong and Earl script doesn't quiet work yet http://pastebin.com/8FVAnXbB
good work, post it in the missing content thread too please. i posted my sprout tower floor 1 map and textures if you want to fiddle with the NPCs there. I went there on SS version to see what sprites they use and i couldnt find ones that matched. maybe we need some more npc sprite sheets lol
Roger that! and sure!
 

Saruish

Dragon Tamer
I think I just figure out how to do the steps . using a addition script value. I'm not sure if it could work but ... possiably..

Edit:Nope
 

DracoHouston

Kolben Developer
Contributor
I think I just figure out how to do the steps . using a addition script value. I'm not sure if it could work but ... possiably..

Edit:Nope
the problem i have is if you move over the slide block it moves you 2 tiles forward, up the stairs and onto the tile beyond it. When this happens if a warp block or slide block is there you will move through it, it probably ignores collision like @move: does with walls too. if you move up it onto empty you will float in the air like the gif i posted. the result is you need a tile of floor beyond the slide, then the tile beyond that can be a trigger or slide block
 

Saruish

Dragon Tamer
I think I just figure out how to do the steps . using a addition script value. I'm not sure if it could work but ... possiably..

Edit:Nope
the problem i have is if you move over the slide block it moves you 2 tiles forward, up the stairs and onto the tile beyond it. When this happens if a warp block or slide block is there you will move through it, it probably ignores collision like @move: does with walls too. if you move up it onto empty you will float in the air like the gif i posted. the result is you need a tile of floor beyond the slide, then the tile beyond that can be a trigger or slide block
Hmmm... you could just make another level to it. so it apart of the same map istead of making 3 diffirent maps.
 

DracoHouston

Kolben Developer
Contributor
Hmmm... you could just make another level to it. so it apart of the same map istead of making 3 diffirent maps.
i considered that but it will be hard to do with current assets and blocks. maybe a series of tiny wall blocks? can they be stepped up on? I would rather get the geometry done for the 2nd floor with placeholder steps for now. the area can't be done until a lot of other things happen that are out of our control

ideally we'd do what hg/ss does, a bunch of tall ladders you move onto instead of stairs, because it fits the wooden temple thing more. the whole map could use a retexture like it had in hg/ss but someones gotta make the textures for that, not going to be me ;)
 
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