So building maps for this will be a little different than maps for OpenXcom, so i have some questions.
Whats a good "SIZE" for a map?I assume one Map might include 1-2 towns and from there Link to other maps?
Also the Resources included in your game, are they "Borrowed" or made for this project? I have been looking around OpengameArt and have found plenty of interesting sets to mix and mash to build something as a trial but need to know if i should avoid using those provided in my set?
There's isn't currently any standard size for maps at this time, but a map including 1-2 towns sounds reasonable. You can use the "transition_teleport" action type to teleport the player between maps.
Currently Tuxemon is using a mix of custom-created assets, creative commons assets, and placeholder graphics. We are looking to create all custom-created content to maintain a consistent look and feel throughout the game. You may use other creative common assets in your contributions, as long as you include the attribution information so the original author can be properly credited.
How do i attach a image in these forums? I created a quick website to host my image, not the best method.
So i did a quick test, using tiled is ok, i created some GRASS but its wrong in game in relation to the sprite ( see image) any suggestions? Also i feel like i need some more Shades of green for my grass, its too pale.
Also i need some Fences and Hills to jump down for map building, where can i find some ripped ones ready to go?
Last edited by luke83 (5 Sep 2014 22:35)
You can attach images to these forums using any image hosting site such as imgur.
First, try downloading the latest release in the development branch so you have the latest copy of the game. In the latest release, all layers above layer 3 are drawn above the player.
For placeholder graphics, I've used Spriter's Resource.
So i assume i need to learn how to build a EXE from source?
You don't need to build an EXE if you're running it from source. If you're on Windows, use the following instructions to run the game from source: http://www.tuxemon.org/windows-install.html
cool built from source no problem, i need some art assets for maps, i will look for a pixel artist willing to help out ( even if at my cost).
ok so looking at the "Grass" i made (see first image i attached), why do i need to offset it down or is the player in the wrong position? Either way, i assume i need to split the grass in 2 so half the grass is in front of player and half is behind player?
The player sprite's position is drawn from the top left. Since the player sprite is slightly larger than the tile size, the lower part of the sprite will overlap the tile below it. To make your grass look the way you want, you will need to use two tiles.
Since the player sprite is slightly larger than the tile size, the lower part of the sprite will overlap the tile below it.
Shouldn't it overlap the tile above it?
YES, the Player sprite is offset wrong, he should be overlapping the tile behind him, not the tile in front of him...
After some discussion, I've modified the sprite size to 16 x 32. I have also changed the way the player's tile position is calculated so it will now use the location of the bottom half of the player sprite to determine the player's position. With these changes, your grass tile can now be positioned right with only one tile.
You can view the changes in the latest commit to the development branch:https://git.tuxemon.org:3000/tuxemon/tu … 702626284e
To use the updated version of the game, you can download the latest development version here.
So now i can stand between grass But the block behind me overlaps my head and if i try to walk onto the grass from below the grass ( heading Up) it overlaps me wrong.... I think the logic here still has some work to do...
So still a lot of stuff to sort out ( like some shading from the trees over my water) but i now have a general outline of my first level.. Should be useful to test game features once i am done.
Last edited by luke83 (20 Sep 2014 12:25)
The map looks great! You should post a link to the tmx file so we can include it in our development build.
I'm also looking into the tile overlapping problem that you see with the grass.
Still have a little more work to do on it and then i need to start work on the Collision detection, i expect to have this done by next weekend ( work doesn't allow me to do anything through the week). Commissioned art work made big difference ( just need to pay the guy), I think it looks very professional, i have future plans for this artist once funds allow
Also knowing which building is the medical center is pretty obvious, but for the shop i used the Blue building,is this the right choice?
Last edited by luke83 (20 Sep 2014 23:39)
Quickly added some Collisions rules to see how they work but they don't.... Not sure if its me or the program, please try for yourself and let me know...http://tuxemon.weebly.com/uploads/1/1/8/4/11849982/map1_v1.zip
I haven't had time to test it out yet, but I noticed that all of your collision areas are not set to type "collision". I also noticed that your collision areas are not set to whole numbers, which may or may not cause problems.
Check out step 7 and 8 from the following page:https://git.tuxemon.org:3000/tuxemon/tu … sion-areas
Ok,i tested your original BEDROOM map and i can walk through walls there also, i assume something is broken in the code...
the stable windows build , collision detection works, even if not whole numbers, the last developer branch, collisions dont work at all.
What link did you download the latest version from? I've tested the latest development branch and all collisions appear to work fine.
Cant remember, will check again tomorrow, maybe i have the wrong one.
Last edited by luke83 (24 Sep 2014 17:34)
I'm also working on rounding the collision areas to the nearest whole number in the code, so it will work with non-whole numbers, but your mileage may vary depending on how precise you've placed the collision areas.
I finished implementing rounding non-whole collision sizes/coordinates in the latest commit to the development branch. Collisions should now work with non-whole numbers, but I would still recommend setting whole numbers so you know exactly what regions will be collide-able:https://git.tuxemon.org:3000/tuxemon/tu … 69c2b8f2d6
In addition, I went ahead and included the current version of your map in the latest commit as well as the tilesets that you used. I've updated our credits file with attributions for your work that you've contributed so far. You can view the attributions here:https://git.tuxemon.org:3000/tuxemon/tu … CREDITS.md
The Luke83 version of your graphics has nothing worth keeping in it, you can remove it from your commits if you like. The Sand&water tileset has just had some more stuff added to it ( and there are a few things i couldn't get to work as i am not a artist) and the Newest version is on my storage site http://tuxemon.weebly.com/uploads/1/1/8 … 9_orig.png
UPDATE: Fixed a few errors in the other map set , so below file has grass tiles set with update, Sand&water tileset ( new version) and Updated MAP1 with WHole numbers.http://www.weebly.com/weebly/images/file_icons/gz.png
Last edited by luke83 (25 Sep 2014 13:13)