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ajf
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« Reply #210 on: April 24, 2012, 10:28:41 AM » |
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Oh wow, you even figured out how to set height levels. Will give it a run through later today. ( Sorry about the weird format!  ) Thanks!  The map format isn't that bad. I kinda like it because all you need is paint.net and a note of what each color does. By the way do you think delver will get an official forum any time soon? I don't want to spam this topic when I update the mod/map. EDIT: As soon as I say all you need is paint.net and notes, ajf starts building a map editor! XD Also I'm looking forward to the Dungeon Generator! Heh, I just thought it might be a fun little project. Probably won't support height editing yet though...
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« Reply #211 on: April 24, 2012, 10:52:34 AM » |
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Heh, I just thought it might be a fun little project. Probably won't support height editing yet though...
Height isn't too bad, in the height file the green channel is used for the floor and the blue channel for the ceiling. Defaults are 128 and 144 for a perfectly cubed tile at 16 units. Magic number is 16 so that it matches with the 16 x 16 wall textures. Thanks!  The map format isn't that bad. I kinda like it because all you need is paint.net and a note of what each color does. By the way do you think delver will get an official forum any time soon? I don't want to spam this topic when I update the mod/map. No forum yet, this is the best place for now.
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TheNite
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« Reply #212 on: April 24, 2012, 10:55:01 AM » |
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Heh, I just thought it might be a fun little project. Probably won't support height editing yet though... If you need someone to test it I would love to!  By the way, did you finish the dungeon I made? I really want to know of any bugs so I can kill them...with fire... 
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ajf
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« Reply #213 on: April 24, 2012, 11:13:52 AM » |
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Some progress with editor! Recognises 4 tile types now, of course, I haven't got all of them done yet. If someone could tell me what the tile types are relatively soon that would be greatly appreciated  
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TheNite
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« Reply #214 on: April 24, 2012, 11:36:47 AM » |
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Bright red are enemies. Bright pink is the spawn for the player. Yellow is a torch. Bright green is loot. Dark brown is wood floor. Purple is a purple glowing light. Dark red is red carpet. Light blue is water with stalagmites on the roof? (Not sure) Light brown is a bookshelf. Yellowish brown is a cave wall. Grey is a stone floor. Black is supposed to be a little transparent. Like light grey colored. (Might be paint.net though.) It's a stone floor with either vines on the roof or rocks on the floor. Purplely pink is a ladder going down. Brighter purplely pink (lol) is a ladder going up. Bright lime green (On the 5th floor) is the orb you need to collect. Darker yellowish brown is a door. Light yellow is a key. Light green (almost exactly like loot, it's on the 4th floor of my dungeon)is a green light.
I THINK thats all of them.These notes worked for me atleast!  Better list below.
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« Last Edit: April 24, 2012, 12:48:53 PM by TheNite »
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« Reply #215 on: April 24, 2012, 12:24:22 PM » |
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Color codes are in hex: 4c1111 - Null red A0A0A0 - Brick wall 6a6a6a - Dungeon start door A0AAA0 - Mossy wall 503A1B - Wood floor / ceiling 842e1b - Wood ceiling / Red Carpet 0094FF - Water tile 7F6A00 - Cave wall b96c00 - Wood wall 943f00 - Bookshelf
625200 - Locked door d67fff - Ladder down ff7fed - Ladder up ff0000 - Enemy spawn FF00DC - Player start ffb800 - Torch 52ff4e - Green light 6000ff - Purple light ffe97f - Key 00ff24 - Loot
deff00 - The boss & Orb
Anything else - empty tile with default floor & ceiling textures
Alpha values can spawn entities as well - this will eventually replace all entity spawns so that they don't affect the floor / ceiling textures: 99 - Torch 150 - Hanging moss 151 - Floor rocks 152 - Random decoration (skulls!) 153 - Grass 154 - Random decoration pile (more skulls!)
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« Last Edit: April 24, 2012, 12:31:36 PM by Interrupt »
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ajf
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« Reply #216 on: April 24, 2012, 01:20:03 PM » |
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Color codes are in hex: 4c1111 - Null red A0A0A0 - Brick wall 6a6a6a - Dungeon start door A0AAA0 - Mossy wall 503A1B - Wood floor / ceiling 842e1b - Wood ceiling / Red Carpet 0094FF - Water tile 7F6A00 - Cave wall b96c00 - Wood wall 943f00 - Bookshelf
625200 - Locked door d67fff - Ladder down ff7fed - Ladder up ff0000 - Enemy spawn FF00DC - Player start ffb800 - Torch 52ff4e - Green light 6000ff - Purple light ffe97f - Key 00ff24 - Loot
deff00 - The boss & Orb
Anything else - empty tile with default floor & ceiling textures
Alpha values can spawn entities as well - this will eventually replace all entity spawns so that they don't affect the floor / ceiling textures: 99 - Torch 150 - Hanging moss 151 - Floor rocks 152 - Random decoration (skulls!) 153 - Grass 154 - Random decoration pile (more skulls!)
Thank you! And I had been guessing until now (well, using SCIENCE i.e. testing!) Current status (before I start using that list) - all of first floor works: 
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« Reply #217 on: April 24, 2012, 01:47:00 PM » |
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What's 4f3819?
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shpoonj
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« Reply #218 on: April 24, 2012, 02:12:22 PM » |
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I don't know a thing about Java, but I really wanted to try my hand at a Delver level. The only thing I'm missing is how to recompile... jar cfm app.jar delver/META-INF/MANIFEST.MF Am I at least on the right track?
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« Reply #219 on: April 24, 2012, 02:25:34 PM » |
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I don't know a thing about Java, but I really wanted to try my hand at a Delver level. The only thing I'm missing is how to recompile... jar cfm app.jar delver/META-INF/MANIFEST.MF Am I at least on the right track? You're making it too hard actually, if all you are changing is the level files you can just add all the files /dirs back into a zip file and rename it to .jar  What's 4f3819?
I'm not sure it's anything, which level did you see that on?
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ajf
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« Reply #220 on: April 24, 2012, 02:30:22 PM » |
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What's 4f3819?
I'm not sure it's anything, which level did you see that on? 1
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shpoonj
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« Reply #221 on: April 24, 2012, 02:31:09 PM » |
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You're making it too hard actually, if all you are changing is the level files you can just add all the files /dirs back into a zip file and rename it to .jar  Well that definitely didn't work... hm I guess I'll just keep trying! If I make the jar a zip and then make it a jar again, it'll run... but if i make the jar a zip, open it, then make that folder a zip, and make it a jar... won't run.
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« Reply #222 on: April 24, 2012, 02:47:34 PM » |
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Well that definitely didn't work... hm I guess I'll just keep trying!
If I make the jar a zip and then make it a jar again, it'll run... but if i make the jar a zip, open it, then make that folder a zip, and make it a jar... won't run.
Try this: don't make the folder a zip, make all the stuff in the folder into a zip. If you reopen it once it's a Jar again you want to see the same directory structure. That is too hard though, once there's a main menu I can add a campaign selection to the new game screen to read external level files.
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shpoonj
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« Reply #223 on: April 24, 2012, 02:59:04 PM » |
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/facepalm
That's brutally obvious. Now I owe the community a huge level in return for your help... so i'm off to make it! Thank you!
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ajf
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« Reply #224 on: April 25, 2012, 04:53:44 AM » |
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...eh, I give up on Delvedit, my editor. It only works in Chrome because HTML5 Canvas's ImageData seems to work differently in Firefox, and DOM Mouse input is retarded. I might try again some time.
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