Just curious how you are doing the mapping. Is it the standard method of creating tile maps and placing events and objects down, or something else?
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Just curious how you are doing the mapping. Is it the standard method of creating tile maps and placing events and objects down, or something else?
Pretty much. You paint the tiles onto the grid, apply attributes for each tile. There are quite a few layers for tiles too; ground, multiple mask and fringe layers, and animating layers for mask and fringe as well.
I don't dabble in the autotile stuff from RPG Maker in this because I prefer to have complete control over tile placement.
So you can't have pre-configured attributes applied to tiles before placing them down? (Like ZQUEST)
Oh, I didn't know you were using rpgm for mapping. I was going to ask if you wanted some FF1 maps in xml format at some point to dick with.
...What is a fringe layer?
Wait wait, I'm not using RPG Maker for mapping. It's all Visual Basic .dat files baby. ;)
Fringe layers are the layers of tiles that are fringe. A fringe tile is drawn to the screen on top of the player - stuff that the player walks under.
And having the tile attributes separate from the actual drawn tile opens up a lot more options.
True, but you can have pre-defined attributes and let tiles that have already been placed be customized (Without influencing the pre-defined behavior of the tile). So you can have a tile pre-defined to be Fringe and everytime you place it it will have that property, you can then go and set some of those tiles to not be Fringe if you so desire and it won't affect all the tiles or the behavior of newly placed tiles.
Regardless, mapping sounds pretty easy.
I've made a couple maps for SE over the past couple of days and I must say that the editor is pretty damn good.
It would, however, be very convenient if the tiles had pre-defined attributes that could be altered after the tile is placed.
It would make doing blocking (defining which areas are unwalkable) a lot more convenient and less error-prone.
Nit yeah I'm still somewhat keen on having a go at mapping stuff.
Edit: I can't remember what I meant to say instead of Nit D: (Which is obviously a typo)
What if each tile had a property index, which was a lookup value to a table of scripts? Then, if you changed a certain tile's property (or the script for that ID), it would change all of them simultaneously?
Wow! Looking most excellent y'all :)
That latest screenshot was a test at using different "graphics packs", or whatever you would like to call them. The amount of work that went into that far outclassed the result. So that's being saved for after launch. (Especially considering players can make that stuff too).
I say, ol' chap, crackin' job, there! [/English accent]
Seriously though, it looks sweet!
I'd like to try my own hand at mapping for this, if you don't mind. I've loved FF4 (a.k.a. FF2 at the time, when released in America) for the longest time now, and I've been wanting to make my own stuff for just as long.
The wheel on the left of the tower doesn't seem to have too much of an outline as opposed to the other things in the shot. Looks a bit odd.
Otherwise, looks good!
Holy crap, this game came back? I thought it dead for good years ago. I remember I made a couple of tile sheets for it way back when. Do you want me to dig those up again?
https://dl.dropboxusercontent.com/u/.../SE9_19_13.png
Had some spare time today, so I arranged the GUI a little nicer. Too much empty space near the HP and MP bars now, not sure what to put in there. :) Last I checked, two beta testers are up to level 7, so that's cool.
Nice job, MSU. Did you ever fix the issues with magic spells? I never could get multiple spells to behave properly, some spells refused to cast, rearranging them on my hotkeys didn't work as you would expect.
Yeah, I'm pretty sure the hotkeys were messing with that. When I use spells manually (select a target, then double click the spell from the spell inventory) they work fine. I'm not sure what was going on there, but it would somehow reference spell indexes incorrectly. So I did away with it, because I ran out of GUI room also.
https://dl.dropboxusercontent.com/u/...9_19_13_p2.png
Also, not sure if I mentioned this. Added a nicer setup for mouse-over of items. Showing a bit more detail, such as efficacy of all stats, price, and type of item. The mouse over works both in your inventory and with your currently equipped items.
I need more time in a day for all my gaming. D: