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Messages - ffomega

#211
I wanted to originally, but after being apart of, and watching Christoho's live stream the other day, I will not be porting all of the tiles as he wishes to only implement the ones that look like they fit with A Link to the Past.  Also, as per his request, I will have to recolor all the tiles to match the PAL (or European) version of A Link to the Past, as this is the version he is familiar with, and uses with Solarus.
#212
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
#213
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
#214
Well, I had a thought on dungeon auto-tiling.  The devs of Tunics created pre-rendered room segments that all fit together via RNG.  Also, Dream Mix is creating a Zelda-esque level designer based on the original Legend of Zelda with 16-bit graphics that utilizes auto-tiles, from the Game Maker engine.  You can check out all his past streams where he live codes, just like your channel, on youtube here.  He managed to make auto-tiles work great for indoor and outdoor maps.  He is also implementing diverse tiles.  I am not a coder or programmer myself, so I won't pretend I know what I'm talking about nor assume that it is a simple process.

Autotiles could be set up based on their properties and adjacent suctures.  For example, you could set up parameters that check which types of tiles touch others.  Say, green ground touching dirt soil, dirt soil touching shallow water, green ground touching deep water, etc.

--Pseudo Code

if green ground tile collides with shallow water tile
    then create shallow water edge tile at x, y;
end

if rock tile collides with deep water tile
    then create deep water wave tile
            create deep water tile at x, y;
end


Setup would be similar to RPG Maker's autotiling system.  placing a tile would create 8 tiles around the individual tile.  If a tile changed on, say, the right middle edge, you'd add tiles to top, top right, right, bottom right, and bottom of the new tile, but change the top right and bottom right tiles of the tile to the left of the newly placed tile, and then change the left-touching tile to a new tile.  Hard to explain in the right words xD

I suppose that auto-tiling, on paper, sounds a lot easier than it probably is in code though
#215
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!!
#216
I have a couple suggestions as well.

Suggestion 1:
You could always make some elements models after Hyrule Magic.  For instance, you could place visible labels on entities like teletransporters like code (A0, A1, etc).  Currently, in my maps, I use sprites of actual letters I added to the tileset, placed them on high layer, made them dynamic and disabled them at start.  In Tunics, this is done as well but by using dynamic tiles of enemy icons and such in the tilesets.  However, the only way to identify stair, sensor, entry, destination, and switch entities is to double click them.  Giving entities a visible 'in-map editor' label will help streamline editing in my opinion.  Or simply hovering the mouse cursor over an entity can produce a brief tooltip you edit yourself telling you things like its name and, depending on the entity type, it's connection to other entities if it has any.  In the case of teletransporters:

Name:
to Map:
to X:
to Y:
Transition:

This tooltip tells you everything you need to know about the teleporter without ever needing to click on it.

Suggestion 2:
How about a user-interfaced HUD editor?  Players can visually create the HUD in the same manner as the sprites and tileset.  The entities and sprites for the HUD can still be placed like they always have been within the editor, but a separate section would allow you to add and remove elements to and from the HUD like hearts, magic meter, how many items players can use (up to 4), the action button and the main weapon (sword), Ruppe counter and icon, key counter and icon, clock (if one wants one), and text names for areas, rather than having to manually create the HUD from the LUA engine.  This could also be applied to the menu(s).  Just add a new menu (which would be a folder) and within it, the icons needed to display it, and their x, y positions.  All of which could be called upon like the menu is currently by LUA.

Suggestion 3:
Autotiles.  This would probably make map editing a lot faster for users who still prefer the RMK method of map editing.  Now I understand that this might be more difficult than it seems but in my opinion, if it could be pulled off it would be amazing.  being able to gran a shallow water tile (8 x 8) and the ground shape around it would speed up map editing.  This feature could be turned on or off at any time to allow fine tuning of map editing, such as being able to create specific mapped patterns or decorations, and place roads in confugurations not possible with the autotiles.  I just feel more comfortable being able to click and drag the mouse over an area with an autotile and the tiles arrange in specific patterns according to how they are configured.  Autotiles can be entities that use the tileset, but can be determined by the player, and displayed in a submenu within the tile editor section.  You could have the autotile editor include decorations with a random factor that seeds random decorations the player determines such as flowers on green ground (or yellow ground), rocks on dirt soil, or diamonds on mountains, and how often they appear while 'painting'.  individual tiles can still be resized, copied and pasted as before, but you can switch between a paintbrush (or autotile) tool, and the current map editing methods if you like.
#217
Game art & music / Re: Lakebed Tileset for Solarus
February 26, 2016, 06:46:32 PM
Thanks :) I often wonder if my tutorials will be well-received because they always get mixed responses.  Some say they are too elaborate, while others say they make the reader feel like they're stupid. xD

I learn best through visual and commentative means.  In fact, the best way for me to learn this day and age is to watch a video with commentary on Youtube, like the videos Chrostopho created for Solarus (Looking forward to more English tutorials from him btw, but I think he said in another post that he wants to re-release dual language tutorials once Solarus 1.5 is released).

At any rate, I try to present my tutorials in a way that you feel like you are watching a video.  You are presented with the instructions and accompanying screenshots.  When I took PowerPoint, webpage design, and Office Suite classes in my earlier college days, my instructors were impressed by the way I presented tutorials, I even salvaged an otherwise bad grade in one of my classes by showing the class how to make a screen saver using Clickteam Fusion (It was still Multimedia Fusion 1.0, and still under ownership of the company iMSI at the time).  My presentation unintentionally turned into a sales pitch and convinced a few students to purchase the product themselves xD

Since then, I have always felt that this was the best format for creating non-video tutorials. :)
#218
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
#219
Will animated tiles be animated in the map editor in later versions of Solarus?
#220
That's wonderful <3 I literally found the tileset swap command after I posted my message xD
#221
Will future builds of Solarus support tileset swapping?  This could be useful for mechanics such as changing seasons as seen in the Oracle of Seasons.  You could also try putting an RBG coefficient on tilesets and entities.  For instance, the default RGB coefficient of any given pixel, by default, is 16,777,215.  This is white in the color index, while 0 is black.  If you applied 0 to the RBG channels of an entity/tileset, it would change the hue of the entire surface of the entity to solid black, and if you applied 255 to the RBG coefficient, it would place a red 'bleed' onto the surface of the entity.  A perfect example of this is in Clickteam Fusion, where all objects can have an RBG coefficient applied to them.

Another suggestion i had was to apply photoshop 'effects' to images.  For example: you create a white shape, and, if you apply a "dodge", "overlay", or "screen" effect to the image, it might create an impressive lighting effect.
#222
Hi Christpho.

The suggestion I made regarding the selection of tiles was to simplify tile creation.  Right now, you must open the tile editor every time you wish to alter tiles, then save the tileset, and save the map in which the set is being used, then refresh the tileset from within the map editor.  or you can close the map out entirely, edit the tileset, save it, and then reopen the map.

I am suggesting being able to adjust or create/delete tiles from your set directly from the map editor.  It would basically be removing a required step in map/tile creation.

Part of the reason I suggested this is because I created a tileset based off of the Project Zelda Engine's tileset, which uses alpha shadows instead of solid colors  This makes tile placement that requires certain tiles (with certain colored shadows) easier to place without having to go back and changing tiles to match.  Once I am satisfied with how it looks, I might post it here in the resources section for others to use.  Though right now most of the tiles themselves have only numeric IDs for convenience

When painting tiles, I suggested this idea not to conflict with the creation of tiles by clicking and dragging.  I am suggesting an option to paint a tile pattern into the background by right clicking on a specific tile in the tile map.  It might also be a good idea to allow the option to lock tiles in place in the event where you must stack tiles for prettier mapping.  For instance, say I'd like to create a group of trees under a patch of dirt.  I would first have to create the trees in the desired positions and finally place my dirt tile underneath it.  Do not misunderstand, I have no problem doing it this way, but let's say I make a mistake in the group of trees and need to fix it, or even edit it without having to redo a lot of the work I put into it.  Locking the dirt tile in place (and you can indicate locked tiles by maybe changing the color of the rectangle around the tile, or by a tiny 'lock' icon in one of its corners) so I don't accidentally remove the dirt underneath.
#223
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.