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Work in Progress / Tile Tailor - v0.9+

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Acolyte Entertainment
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Location: Oregon, US
Posted: 22nd Aug 2006 05:14 Edited at: 23rd Aug 2006 01:44
Hello my friends.
A while ago i attempted a 2D rpg started in the newcomers corner. as you may know.
in just 4 levels of hard coding the game reached 2000+ lines of code and was way too hard too navigate.
I moved onto 3D and came back wanting too make another 2D rpg but didnt want too hardcode all the levels.
So i started too design my own level editor for 2D games, -Tile Tailor-

I plan making Tile Tailor be able too export Dbpro code/data/or arrays that can be uploaded in code in just one file making level design alot easier in 2D.

Here is a check list of the done,working on,and in the near future:

Menu with file,view,tools etc.
Window spacing
Proper buttons
Grid with 32x32 squares
Click and paste style of painting the tiles
Tile library
Tiles can be selected and switched
Correct Alpha for images

(36%) - working tabs for tiles,characters,foilage etc
(21%) - More Tiles
(12%) - More tools in the toolbox
(0%) - Specifieing grid size/color
(0%) - importing 32x32 graphics of your own

Saving and loading of levels
Exporting too DBP code/data/arrays
Built in collision
A more sexy interface
Zoom in,out feature

More too come!

As you can see from the list above this program will be going for quite a long time and i may even release it for free but it will most likely cost a small fee of 3-5$.
The following posts will have screenshots of the program in action. Please give constructive critism as of most people it makes them feel good if their thread is replied too.


[----------[--------[---PICTURE---]--------]----------]

The following image is just a picture of the basic grid and menues/windows of the program.
on the bottum right is the library, were all of the sprites are shown, you can click these.
the top right is the toolbox, this is were the tools are (more too bad added)
on the top is the main menu with the open,save,exit all of that jazz
and last is the stage area where you can make your 2D level come too life:

WARNING - the grid does not show up correctly in the pictures unless enlarged too regular size.
it is really a 32x32 grid all the way across but the pics get messed up

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Acolyte Entertainment
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Joined: 28th Dec 2004
Location: Oregon, US
Posted: 22nd Aug 2006 05:19 Edited at: 22nd Aug 2006 05:20
[----------[--------[---PICTURE---]--------]----------]

The following image is a picture of the main workspace and what the program is capable of in its early stages.
As you can see it can draw (thats kind of a no brainer)
one of the hardest things i have come across was changing tiles too different ones,
but as you see there it is possible.
Take a look!:

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Acolyte Entertainment
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Posted: 22nd Aug 2006 05:23 Edited at: 22nd Aug 2006 05:23
[----------[--------[---PICTURE---]--------]----------]

And the last of the pictures for today, a menu brief.
If you look closely the file menu has its own bitmaps next too save, open etc.
Exit currently ends the program and i plan on finishing up the other menu piece functionality later on in the code.
To you expierienced coders out there this looks very basic, and it was,
i just think it deserves too be shown in a screenshot

Thank you for your time and please leave your comments

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Xenocythe
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Posted: 22nd Aug 2006 17:32 Edited at: 22nd Aug 2006 17:34
Looks nice, reminds me of RPGMaker

Keep up the work.


EDIT: Forgot to mention, try having all of the Libraries of tiles fit the colors next to each other, so it looks smooth and seamless.

Applyby has Flies in his Eyes.
Sixty Squares
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Posted: 22nd Aug 2006 18:10
Wow, this looks good! Keep working on this!

Jack
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Posted: 22nd Aug 2006 18:36
Looks interesting

Acolyte Entertainment
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Posted: 22nd Aug 2006 21:51
@ xenocythe

Maybe ill look at RPGmaker and see what its like. Ah and yes on my to-do list,
i said i would make more tiles, in which i will just need more time.

@Jack & Sixty Squares

Thanks for your comments



-Snow
Jack
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Posted: 22nd Aug 2006 22:20
Any time

Acolyte Entertainment
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Posted: 23rd Aug 2006 00:41 Edited at: 23rd Aug 2006 00:42
oops sorry wrong image. please refur the post below

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Acolyte Entertainment
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Posted: 23rd Aug 2006 00:43 Edited at: 23rd Aug 2006 00:46
Here is a new tileset for grass,tile-grass,dirt-grass,and slants. tell me what you think:



PS: how do you make an image clickable. what order do the brackets go in?

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Xenocythe
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Posted: 23rd Aug 2006 01:00
Looks very nice.

A clickable image? Check if the mouse x is greater than the image x, and less than the image x+the image size x. Same thing for y, except don't use x.



Applyby has Flies in his Eyes.
Acolyte Entertainment
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Posted: 23rd Aug 2006 01:25 Edited at: 23rd Aug 2006 01:25
hehe no i meen on the forums. how do i make an image link too a url
Acolyte Entertainment
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Posted: 23rd Aug 2006 01:42
Percentages have been added too the first post so please keep looking there every time you come too this thread .
tommarow or later today i will post a pic of the new and improved tabs section.

-Snow
Xenocythe
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Posted: 23rd Aug 2006 01:47 Edited at: 23rd Aug 2006 01:51
Oh, haha.
I am pretty sure it goes like this:


Test:
[a href="http://forum.thegamecreators.com/?m=forum_view&t=87249&b=8"][img src="http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=979760" border="0" /][/a]


EDIT: Lol it deosn't work I'll try again

[href]http://forum.thegamecreators.com/?m=forum_view&t=87249&b=8[/href]

EDIT 2: Pssh I can't get it right

Applyby has Flies in his Eyes.
Nevereverend Slaine
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Posted: 23rd Aug 2006 02:13
Looking good! Will certainly make for a convenient level editor for a 2D rpg.

Acolyte Entertainment
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Posted: 23rd Aug 2006 05:19
Thank you Nevereverend slaine
Slayer93
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Posted: 23rd Aug 2006 06:33
Looks cool not sure if you can but it would be cool if you could put two tiles in the same spot so when u use alpha there would be something behind. And about your image link problem change the [a href="whatever url here"][img="whatever image here" /][/a] to [url="whatever url here" ][img ]whatever image here[ /img][/url] without spaces

Naruto is the ninja...not really

Acolyte Entertainment
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Posted: 23rd Aug 2006 08:07 Edited at: 23rd Aug 2006 08:10
Thanks slayer. i think it probably would work, ill try it out tommarow or some time soon.
okay here goes the link attempt....

well what you said just shows an image. how do i make it clickable. like your sig is
Van B
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Posted: 23rd Aug 2006 13:07
Looking nice so far, people should spend more time on their editors as a rule I think - even a couple of hours of GUI work can make using them a helluva lot nicer.

Perhaps you should take a peek at the stuff in the 2D graphics buffet, there's some nice tilesets uploaded in their, one by myself that I think would be ideal for this - just follow the hot topic link at the top of the page.

''Stick that in your text and scroll it!.''
Sixty Squares
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Posted: 23rd Aug 2006 16:37
Clickable image in sig:


That's how I did my sig. Code for my sig is here:



Xenocythe
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Posted: 23rd Aug 2006 17:03
oooh sweet me gonna use

Keep up the Tile Tailor!

Applyby has Flies in his Eyes.
Slayer93
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Posted: 23rd Aug 2006 19:44
I know what happened the url part of my post disappeared.
What I was trying to show was what sixty squares had

Naruto is the ninja...not really

Xenocythe
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Posted: 23rd Aug 2006 20:32
Hehe it works here as you can see


Acolyte Entertainment
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Posted: 23rd Aug 2006 21:52 Edited at: 23rd Aug 2006 22:00
Thanks for the comments guys.
Xenocythe im glad your gonna use .
Van-B. ill take a look, anything that would be useful is appriciated.
SixtySquares-Thanks! ill be sure too use that.

@everyone: does anyone have some code like a function of some sort or anything,
where i can load and image, it will split the full image into 32x32 tiles and save them as there own image in a file?
so i dont have too go into photoshop and cut out every tile. this would be very helpful

-snow
Jerok
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Posted: 24th Aug 2006 02:53 Edited at: 24th Aug 2006 02:54
this should work please dont be angry if it doesnt

the only part im not sure about is if the get image command will one work with a sprite and two if the image number specified is the number of the image you are getting from or the number its becoming. i dont do much with images so im not really sure i just looked up what some codes did and put this together in about 5 min

hope it helps
Xenocythe
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Posted: 24th Aug 2006 05:44
The get image command is the whole deal.
Just do this for each tile, and maybe create a function for it.

*PS this code below is only for the first tile, just an example


TileSet is the number of the sprite of the tileset.
Tile1 is the first tile number.

Get Image Tile1,sprite x(TileSet),sprite y(TileSet),32,32


Jerok
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Posted: 24th Aug 2006 17:24
in that case my code should work (hopefully)

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