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Topics - ffomega

#41
I figured since my last new thread might be misleading, I thought I'd go ahead and post a link to my main tutorial site, separately.

You can get to it here:
http://solarus_resource.site88.net/tutorial/index.htm

So far the only links to the site are:

A breakdown of the tileset's sections and a brief overview of each section

Houses
Bridges
Lakebeds

I hope you will get a lot of use from this site, and hope all of your future maps turn out beautifully and breath-taking :)

Happy Mapping!
#42
I have just enough tutorials now to release the main site of my tileset tutorials.

Lession 3 makes use of the Lakebed tiles, located at the bottom of the tileset.



http://solarus_resource.site88.net/tutorial/index.htm

Go and check it out :)

Happy mapping!
#43
Game art & music / Full Hyrule Entities pack
June 13, 2016, 11:50:23 PM
Hi fellow Solarians!  I just finished my entities sheet for Full Hyrule.  It contains a lot of entities that can be connected to the destructables entity object in the map editor.  Here is the image:



Included are:

Bomb Flowers (10)
Bushes (10)
small rocks (4 light, 4 dark)
Skull rocks (4 light, 4 dark)
Vases (4)
Skull Vases (4)
Large rocks (8 light, 8 dark)
Signs (4)

Right now, the doors and bombable walls have not been added, but this pack is a huge start for anyone looking for more variety in making their maps come to life.

Here is the complete pack (zip file)

Full Hyrule Entities Pack v. 1

Happy Mapping!!
#44
Diarandor had a request earlier about bridges Link could walk under and on top of, using sensors.  While the concept didn't take too terribly long for me to grasp, I created a page to show you all how I did it.  There are probably other ways to do this, but this method seemed the most efficient for me.

Before you attempt this tutorial, I HIGHLY recommend downloading the updated data file, as it has had some changes made to it.  You can download a copy from here.

Now, without further ado, here is the link to the site.  I hope that I was able to explain things well :)

http://solarus_resource.site88.net/tutorial/bridges.htm



[Update 6-14-2016] I have included a second option for creating bridges that use sensors instead of teletransporters, as suggested by Christopho.  On my bridges tutorial page, I left the original tutorial in just in case, for whatever reason,
someone might want to use it.


Happy mapping!
#45
Hi guys!  I have begun work on my tutorial site which will show off the various techniques you can use to make the best looking overworlds you can.  This will be a series I plan to start doing.  Keep in mind, that this series is not to teach you how to use Solarus.  It will only focus on the Full Hyrule tileset (for the time-being).

So, to show you what to expect from my series, here is the link to my first lesson, building houses.

http://solarus_resource.site88.net/tutorial/houses.htm

The series will be added upon, and after enough of the tutorials have been uploaded, I will have a contents page available to all of them.  There is more to come!!

Happy Mapping!!
#46
Game art & music / Working on a Tutorial site
May 15, 2016, 09:55:04 PM
Hi guys!~

Sorry for my absence but I started working on a couple projects alongside the Solarus tileset project.

I have begun working on the tutorial site I mentioned awhile back regarding my Full Hyrule Tileset.  The tileset itself is nearing completion (now around 90% with a few data entries and some error checking left to go.  I have already begun working on a tutorial showcasing how to build houses with the transparent tiles.

Here's a preview ;)

It will still take some time for me to complete the site, which should include (in the beginning) tutorials on how to build houses, castles, parallaxing, tips and tricks, and how to build a Link to the Past style world map using my other tileset "Full World Map" (already completed tileset).

#47
Here it is guys!!  It took me a long time to resize, optimize, and edit this tileset.  Ironic, considering the tiles are mostly 8 x 8.  However it is completely done.  I hope the tile properties are correct (size, repeatables, etc.).

Some things to note:

1. This is a tileset for creating WORLD MAPS!  the Player does NOT need a starting location on any map this tileset is assigned to!
2. This tileset has been 100% made with the "empty" tile property.  This was done because the maps you make with them were not designed to be created for the player to move around on.
3. All tiles' default layers are 0.  Again, no need for layers here since a player is not necessary
4. You make your maps by placing tiles as you would any other tileset, and then print screening the finished result.  Save it as a png or whatever image formats Solarus accepts, and use the output image for your world maps.
5. This is ONLY the overworld maps.  I am still not decided yet on whether I will create dungeon minimap tiles, since the rooms are often relative to how the developers create them.
6. This tileset was made using Solarus 1.5!  If you are using 1.4.5 or older, the 'repeatable' tiles will NOT have smart resizing and will resize in both directions!



....Here is the data file

This tileset might seem a little overwhelming, and I plan to create screenshot tutorials for you all, as soon as I finish editing the Full Hyrule tileset.  I am about 55% to 60% finished with it, and will try to get a tutorial up for how to use some of its tiles.  This tileset will use a lot of alpha transparency tiles which should make editing maps more fun and give you more variety with optimized options!  Please look forward to it, but keep in mind I make no promises and I will have it done when I can <3

If you wish to give credit for any of my submissions, just use the name "ffomega".  All original sprites, tiles, characters, and names belong to Nintendo.  I merely edited this file for use in Solarus :) Thanks!!
#48
What do you guys think? Should Solarus have a sound pack for A Link Between Worlds? After all, we are using the Link to the Past graphics and sound pack, why not use the music for LBW?  The soundtrack is actually pretty epic considering it is remixes of the music from Link to the Past and then some :)
#49
Here are a couple suggestions:

1. When you place a tile or entity in the map editor, why not place a small number in the tile/entity's upper-left corner, telling the user what layer that tile is currently on.  A feature like this is implemented in clickteam products.  This could make editing a bit more stream-lined for quick layer identification.  It will also help prevent users from accidentally placing an entity too high or too low.

An example might be:

User places a tree, which consists of the trunk tiles, and then the tree leaves.  The main part of the tree will be placed on the same layer as the 'trunk' anyway, but the edges of the trees' leaves will be one layer higher.  However, if a user has infinite layers in future versions of solarus, and may need to move a tile to a different layer temporarily, they may forget to return a tile to the layer it needs to be and it may render incorrectly at runtime.

2. Having the ability to copy/paste or duplicate tiles in the tile editor.  It would be a lot faster if you had the ability to draw tiles, select one or more tiles, and then paste them to new locations on the tile sheet for a much faster tileset creating process.  If a user has a tileset that contains duplicate, but recolored tiles within the same tileset, copying a completed section of the tileset, then pasting that new data into the unfinished section(s) would exponentially speed up the tile making process.  Size, animation type, default layer, and path properties can also be transferred to the pasted tiles.
#50
Game art & music / Special Tilesets for Amine M
March 13, 2016, 06:33:46 PM
These tilesets are for Amine M.  Others are free to use them as well.  Please credit if used



Bonus for Amine M:



data file for dungeon tiles

A mockup of jabu-Jabu:


the psd file (for editing and fleshing out)
http://wlo-koori.comoj.com/for-the-PZE/dungeons.zip
#51
Since I was recently watching Christopho on his live stream on youtube, I told him I would upload my custom Hyrule tileset, so here it is

UPDATE-3-22-2016: Please refer to the last post for the updated tileset.  Thank you

UPDATE: This image has been uncompressed to get rid of the noise left behind.  As a result it looks much cleaner and of much higher quality.  If you have downloaded this image, PLEASE download it again to update your current version!!



The Tileset's .dat file is also included.  Keep in mind.  Again, it is a WIP

Here is the included data file:

Light World 2.dat
#52
I created this set of animations a long time ago and have never got around to using them.  So, I want to share them with all of you.

Included in this small sprite sheet are two animations:

Link "Sidle".  For those of you who don't know what Sidling is, first of all, that it not a typo xD and second, Sidle is an action Link performed in the Wind Waker in which he stood with his back against the wall and 'shimmied' along it to get across narrow ledges, something I found amazing in a Zelda game.

Left-handed Sword Swing:

Link is a lefty, and it always bothered me that Link's right-facing sprite in a Link to the Past was just a mirrored image of him swinging his sword, which made him right handed.  Well, this animation fixes that little problem!!
#53
Game art & music / Lakebed Tileset for Solarus
February 26, 2016, 02:26:48 AM
Hi guys! I thought I would submit some tiles for Solarus. 
These tiles are based on a concept I had in the Project Zelda Engine that SilentResident accepted as a resource for making world maps. In the future I will redesign those tiles to work with Solarus, but for now I am taking that idea one step further:

"Lakebed Tiles"

As the name implies, these tiles are placed on areas where you want to have underwater areas to explore.  I have included these tiles in this post.  They are exactly the same as regular mountain tiles, except these are an alpha transparency of the mountain tiles.  This allows you to make explorable lake bed areas.  Please cite me if used :)

http://wlo-koori.comoj.com/lakebed_tut/lakebed.htm

Please tell me what you think.  I look forward to your feedback <3
#54
I have a few suggestions for Solarus.  My main source for these requests comes from a program called Graal Online.  In the late 1990s and early 2000s, this program started out as a quest maker for A Link to the Past, and even had a very well-made map editor.  Quests were 2x the size of one map space in A Link to the Past (1024 x 1024), tiles were 16 x 16 px and you could do the following:

1. Click and drag a rectangle over a group of tiles and give them a unique name.  While this can be done from the tile editor, in Graal, it can also be done directly from the map editor.

In Graal you were unable to change the terrain properties directly, so if you wanted to change the tileset in any way you had to place tiles in specific places within the tileset's image when creating it, which had to be 256 png in order to load.  I am glad Solarus uses 16m, alpha channel pngs for its images as well as allowing you a wide range of terrain types for tiles.

2. You could also, by holding down the shift key, select multiple tiles, which did not even need to be in a perfect rectangle, or not even adjacent to each other, to create tile patterns.  Unfortunately doing this led to tiles with whitespace, which were sloppy.  While technically you can do this to a degree, I think it would be a great idea if you could group tiles together like you can in most image editors as if they were a single tile.  A small icon could be placed on one of the corners of the grouped tile to indicate that it is a group made up of multiple tile patterns.  These grouped tiles could be placed in a section within the tile editor, and could maybe create a menu button that opened a popup window showing grouped tiles.

3. In the map editor, there is a "paint" type option that Solarus is in need of.  For instance, currently Solarus only allows you to choose a solid background color for your maps.  In Graal, you could choose a single (16 x 16) tile that motifed into the background by right-clicking on it.  You could also select a single tile and then left double-click on the map within an enclosed space to paint that tile onto the background.

4. While this was technically a separate program, there was a map generator application for quick 'world building'.  The only things the user had to do was add details to the maps, buildings, and entities.  This was done by opening a paint application and, using only a set of predetermined colors, paint a basic map and then importing that into the world generator.  It would then convert the image into a complete world with separators.  There were some graphical errors that were unavoidable at the time but could be fixed by editing each map manu8ally for finishing touches.

There are quite a few videos on youtube showcasing Graal Classic and its level editor.  When I originally started a fan project I was using Clickteam Fusion (Then it was Multimedia Fusion 1.0), and Graal's level editor to make maps, then save them as while png files and then load them into Fusion as active objects.  I believe you could take some ideas from the level editor.