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Map Editor
WolfCoder- 02/27/2014 03:04 AM
- 3653 views

Seems to work. Feels sort of weird doing this in software I just wrote. Need to polish it a little and then I can proceed to the game compiler.
Before being played, I'm going to compile the entire game (images, etc.) into a single flattened file .2xg which the engine will play- or so I plan.
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The lower layer is now a psuedo bi-layer. That "Is Feature" flag from the tile editor makes an auto tile a feature. Features are placed atop previously laid lower layer tiles automatically. The above has little patches of swamp over the cave floor, the swamp is a feature here. Drawing anything that isn't a feature will erase whatever feature was there.
This allows you to mix and match mountains, trees, etc. with any ground without you having to make an autotile for each combination. On top of this, you are given 2 more autotiles per tileset than in RPG Maker 2003. Any autotile can be animated too and its speed controlled with any number of frames you want.
Then there is the upper layer, you can also place animated tiles there. The firepit in the above example is an animated tile placed in the upper layer.
The event layer works about the same, except there are sprites and tile events. Events made up of tile(s) will automatically carry any event standing on any one of its passable tiles. You will be able to move and interact on top of a tile event that is itself moving, like a large moving lift platform.
Technically there are three tile layers instead of two, but the first two are fully automatic. It gets tricky to juggle tiles when you're given many layers, so this is a good setup to have the editor remain just as simple as RPG Maker 2003, but magnitudes more powerful.
If you really want something complicated, you could build events out of rectangles of tiles. Though you would select multiple tiles when in event layer mode from the palette to the left, I'd recommend you draw it first and then right click marquee select to turn it into an event. It would then take the upper layer tiles off the map and place an event created from there in that spot.
It's nice to write my own toolkit because I can just have all these features and nothing is slowing me down at all. I can quit denying people crazy stuff because "it's not in the editor" anymore.
This allows you to mix and match mountains, trees, etc. with any ground without you having to make an autotile for each combination. On top of this, you are given 2 more autotiles per tileset than in RPG Maker 2003. Any autotile can be animated too and its speed controlled with any number of frames you want.
Then there is the upper layer, you can also place animated tiles there. The firepit in the above example is an animated tile placed in the upper layer.
The event layer works about the same, except there are sprites and tile events. Events made up of tile(s) will automatically carry any event standing on any one of its passable tiles. You will be able to move and interact on top of a tile event that is itself moving, like a large moving lift platform.
Technically there are three tile layers instead of two, but the first two are fully automatic. It gets tricky to juggle tiles when you're given many layers, so this is a good setup to have the editor remain just as simple as RPG Maker 2003, but magnitudes more powerful.
If you really want something complicated, you could build events out of rectangles of tiles. Though you would select multiple tiles when in event layer mode from the palette to the left, I'd recommend you draw it first and then right click marquee select to turn it into an event. It would then take the upper layer tiles off the map and place an event created from there in that spot.
It's nice to write my own toolkit because I can just have all these features and nothing is slowing me down at all. I can quit denying people crazy stuff because "it's not in the editor" anymore.
I am VERY impressed, and glad to see the progress you have made over time.
So am i right to assume that basically, the very bottom layer won't do anything, but the upper ones will?
There was something RMXP did that i loved i think was called priorities.
It was good for making say, a fence.
Depending on the tile's priority, if you stood below the tile that's a fence and you were taller than the fence yet below the fence, your upper half would be above the fence tile, but if you stood on the tile or above it a little, the tile would appear over your feet.
If you ever played Final Fantasy 6, you can see this in some towns that has fences in it, they even did it for some plants and pots and so forth.
XP had this but then they removed it in RPGVX and RPG VX Ace.
Little things like that really help add to a game.
I will never understood EB's logic when it comes to coming up with something awesome and useful, and then making a newer maker and removing a feature.. it just makes very little sense to me is all.
So am i right to assume that basically, the very bottom layer won't do anything, but the upper ones will?
There was something RMXP did that i loved i think was called priorities.
It was good for making say, a fence.
Depending on the tile's priority, if you stood below the tile that's a fence and you were taller than the fence yet below the fence, your upper half would be above the fence tile, but if you stood on the tile or above it a little, the tile would appear over your feet.
If you ever played Final Fantasy 6, you can see this in some towns that has fences in it, they even did it for some plants and pots and so forth.
XP had this but then they removed it in RPGVX and RPG VX Ace.
Little things like that really help add to a game.
I will never understood EB's logic when it comes to coming up with something awesome and useful, and then making a newer maker and removing a feature.. it just makes very little sense to me is all.
That's the real challenge to RPG 20XX. Tons of engines are powerful, but none give you lots of power yet remain easy to use. The fully automatic lower layer is an example of this. Making a map feels just like 2003, but it has the three layers like XP.
As for the tile order, you only run into that problem if you're allowed to walk into the fence tile, or if you could make a sprite over 2 tiles tall.
In 2003, a tile is either below or above a character. You want something that has its bottom side blocked off and is drawn as though it too were a character (characters are drawn by their Y order for that isometric 3D effect)? I'll let you know when I figure out a way to implement this without adding complexity to the editor.
As for the tile order, you only run into that problem if you're allowed to walk into the fence tile, or if you could make a sprite over 2 tiles tall.
In 2003, a tile is either below or above a character. You want something that has its bottom side blocked off and is drawn as though it too were a character (characters are drawn by their Y order for that isometric 3D effect)? I'll let you know when I figure out a way to implement this without adding complexity to the editor.
Well.. in XP.. sorry i know referring back to that might aggrivate you, and i apologize.. but in XP it was similar to the star, but it went from 0 to 5..5 being the highest priority and thus would be over everything.
Lower priorities would give a fence affect depending on the height and which number.. it was basically an advanced version of the entire..this goes over character or under based on the number set as well as relative to the y position of the player.
It's a little thing, and not a must.
But i figured i would just bring it all up.
Lower priorities would give a fence affect depending on the height and which number.. it was basically an advanced version of the entire..this goes over character or under based on the number set as well as relative to the y position of the player.
It's a little thing, and not a must.
But i figured i would just bring it all up.
On this note, will we have the dedicated ceiling mode autotile thingy (the square icon in 2k3) for when you can walk one tile downward/below it.
I'm pretty sure he showed a screen shot already that showed the symbol being used, so i am pretty sure we can expect to see that option.
I kind of threw it in but I never officially said anything, but yes you'll get the square thingy. Technical term.
I am neither woman nor man but wolf!
sure he showed
correct, he did.
I am neither woman nor man but wolf!
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