I removed the unneeded tileset and added your latest revisions to the latest commit of the development branch:https://git.tuxemon.org:3000/tuxemon/tu … d9fdd66bf4
I also added a few teleport events so you can now move from the bedroom to the outside and back.
With that said, here are a few suggestions to make it easier for your maps to be included:
Right now your map file is pointing to "../Downloads/tuxemon-current_win32/tuxemon/resources/gfx/tilesets/setPiecesTSR_LUKE83.png" for the tileset image. Since this path won't exist on most people's computers, Tuxemon (and Tiled) will fail to load these tileset images. You can see this when you open your map with notepad:
map1.tmx... <tileset firstgid="1" name="setPiecesTSR_LUKE83" tilewidth="16" tileheight="16"> <image source="../Downloads/tuxemon-current_win32/tuxemon/resources/gfx/tilesets/setPiecesTSR_LUKE83.png" width="671" height="512"/> </tileset>...
... <tileset firstgid="1" name="setPiecesTSR_LUKE83" tilewidth="16" tileheight="16"> <image source="../Downloads/tuxemon-current_win32/tuxemon/resources/gfx/tilesets/setPiecesTSR_LUKE83.png" width="671" height="512"/> </tileset>...
You should edit your map files with notepad so it looks like this instead:
... <tileset firstgid="1" name="setPiecesTSR_LUKE83" tilewidth="16" tileheight="16"> <image source="../gfx/tilesets/setPiecesTSR_LUKE83.png" width="671" height="512"/> </tileset>...
Just been tweaking map (taken from newest build), found this hill side to be a problem, to match the artwork, i need a thin collision on the sides of the mountain, problem is, if i do this, it doesnt block the movement.
Currently collisions must be at least one tile length in size in order for the collision detection system to detect a collision. For now you will need to make it at least 1 tile wide, but I added this as a feature request to our issue tracker so we can implement this functionality in the future:
Ok, no problem, i assume your going to need something like this for the hills you can jump down also. Well i guess its time to build another map.
It would be nice if maps had specific codenames, so to speak, that you would name a tilesheet a certain things, and the game would look at that name, instead of the relative location, and use that instead.So, if a map had something like:
<tileset firstgid="1" name="tileset_setpiecestsr" tilewidth="16" tileheight="16">
<image source="C:\Users\ItsBobberson\derpface.png" width="671" height="512"/>
...it would interpret the source as the correct location, coded directly into the game:
Last edited by ItsBobberson (27 Sep 2014 15:34)
Started work on a second map, see image ( still not finished) also note, i have changed my tileset on this one into one larger one that i can continue to upgrade as needed, not sure if i should rebuild Map1 to suit or just leave it as is.
Not bad. One additional thing: You should actually make your outside maps larger than the walkable area. That way, when you play, the map appears to continue on forever and you don't see a black wall around the town/area.
It can be as simple as adding a few additional trees around the border so you don't see the map cut-off as you walk around.
Been trying to emulate some of these pokemon maps and they simply did what i was doing ...Actually glad you mentioned this, just discovered Tiled has a resize map option which makes this a pain free exercise, also it will allow my borders to be more natural shapes as i am no longer restricted to the original size i specified.
Last edited by luke83 (3 Oct 2014 07:50)
Dude, I like your maps. I mean I could nitpick on little things feeling off, but that is some nice looking terrain you've got there. Been able to do anything since last post or no?
Do any of your tiles animate? Asking since 'grass rustling as you walk through' and or 'water waves/rocking' does help things feel more lively.
Latest build is looking good, still a graphical issue when walking "up" through grass but its coming across nicely.
Also, FYI, my PC died early on in the year so i basically lost everything i was working on, i have the HDD, i should see if i can salvage my old data.
Last edited by luke83 (3 Oct 2015 21:28)
So I've got a question... Is there one special way the global Tuxemon map is supposed to be made? Or is the map up to the whims of the map developers? If so, let me hear your ideas! Here are some of my ideas:- Add a time warp that lets you go back in time and catch extinct Tuxemon (I am working on one called Rhinchus)- Name the cities after types of rocks. For example, map1.tmx becomes boulder_city.tmx, and Buddha Mountain might become Boulder Mountain.So, here are some images I have of maps I am working on.Bug Forest: A forest that connects to Boulder City ( map1.tmx)Granite City: The second city with the first gymAnd a basic structure for the first (water) gym:These maps are still under development.Also, I see a need for new object layers. Currently there are collision layer and event layer, but it might be helpful if we had a water layer, allowing you to go across water only if you have a boat or swimming Tuxemon. So, these are my ideas...If you can't tell, I need some input. Thanks, guys!
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