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READ ME: Introduction to Shattered Earth

61 replies · 74,964 views · Started 22 November 2012

Glenn the Great wrote:Something that's always bothered me about the previous incarnations of SE is how easy it is to stand in 1 tile thin choke-points and block access to areas for other players. Are you planning to do anything about this?

If this becomes an issue I will change the collision detection to allow players to walk through other players. I'm hoping it doesn't come down to that.

The UPS guy kept trying to jump over my mom but he just couldn't make it over. I don't think he was very good at sports.

For the player blocking you could have a counter that increments for every logic update the player doesn't move when standing between solid tiles, then when checking collisions between players you could check and see how long someone has been "doing nothing" for...? [end]/trying to think up easy fixes.

Just let players push each other around. That way griefers have to actively be sitting there walking against you in order to grief. Or use a paper weight on the appropriate keyboard key.

Combine Gleeok's and Franpa's suggestions. If two players push against each other for five solid seconds, they switch positions.

franpa wrote:Maybe, but it's all cold and desolate over there D:

Well that might be, but you and some others just posted over in the cold and desolate area and warmed it up.
So take any suggestions over there please :P

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.

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.

MasterSwordUltima wrote: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.

franpa wrote: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.

This. I like this idea. 😊

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?

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?

User posted image

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.