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?
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?
This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.
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)
Computer specifications:
Windows 10 Pro x64 | Intel Core i7 @ 2.66GHZ | Asus P6T Motherboard | 6GB DDR3 RAM | Integrated Sound | Nvidia Geforce 560 Ti 2048MB PCI-E | Corsair AX760 Power Supply | Thermaltake Armor+ MX case
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?
This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.
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.
Computer specifications:
Windows 10 Pro x64 | Intel Core i7 @ 2.66GHZ | Asus P6T Motherboard | 6GB DDR3 RAM | Integrated Sound | Nvidia Geforce 560 Ti 2048MB PCI-E | Corsair AX760 Power Supply | Thermaltake Armor+ MX case
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.
Shattered Earth, coming soon!
Mappers needed. If you want to help, send a PM to MasterSwordUltima.
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)
Last edited by Nicholas Steel; 12-23-2012 at 09:49 PM.
Computer specifications:
Windows 10 Pro x64 | Intel Core i7 @ 2.66GHZ | Asus P6T Motherboard | 6GB DDR3 RAM | Integrated Sound | Nvidia Geforce 560 Ti 2048MB PCI-E | Corsair AX760 Power Supply | Thermaltake Armor+ MX case
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?
There are currently 1 users browsing this thread. (0 members and 1 guests)