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878339 Posts in 32917 Topics- by 24330 Members - Latest Member: Mustaklaki

May 21, 2013, 04:42:58 PM
TIGSource ForumsDeveloperFeedbackDevLogsDelver
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Seiseki
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« Reply #855 on: July 05, 2012, 02:28:11 PM »

I'd love to make some rooms too!
Do rooms add to the current ones or replace them?

Interrupt should totally crowd-source the map tile making, but perhaps he already has? (saw something about including tiles posted here by a user) :D

I was messing around with the fonts and finally managed to get it working.
But it only works correctly in the options menu, same with the buttons.
For everywhere else, the game uses font.png from /assets but there's no font.fnt which means the spacing is all wrong.



I noticed that in the graphics pack your released, you were missing some sprites (meat, etc). So the objects are still there in-game, but invisible. To combat this, I have made magenta tiles that say "GFX ERROR" to put in the empty tile slots. That way if a new graphic comes out, I am aware pretty quick.

Yeah, I realized this after a while.
I was using the wrong items.png as a base.

Also, good idea with the magenta tiles, I do the same for my minecraft texturepack :>
« Last Edit: July 05, 2012, 03:39:26 PM by Seiseki » Logged

Joshua
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« Reply #856 on: July 05, 2012, 04:53:13 PM »

how do you edit room layouts again?
I might try making some.
I know TheNite started working on an article about modding layouts on the Delver Wiki. Hopefully he gets around to finishing it up. *wink wink*

Quote from: Seiseki
Thanks! Saw your first textures a few pages back, could swear it was elds work, nicely done! I'm also a huge fan of his work! His Eldpack was the reason I got into pixeling last year :D
Ha. Thanks, but I'm no where near his level of talent. Eld is definitely one of my pixel heroes!

Crowd sourcing layouts is a really interesting idea!
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Seiseki
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« Reply #857 on: July 05, 2012, 06:34:04 PM »

So, all the graphics for items and entities are done, but a lot of the entities are just palette swaps for now..
Items and tiles still need work, especially tiles.
There's custom gui and font.

List of "new" Monsters, these will change, but right now they're:
Delvers -> Succubi (different colors)
Blue trolls ->Demon
Delver Wizard->Elven Wizard (different colors)
Worms->Snakes
Skeletons in robes -> Elven Wizards (palette swapped)

I think all graphics are custom now, except for necklaces.

Seiseki's Enchanted Pack V.0.7

« Last Edit: July 05, 2012, 06:39:36 PM by Seiseki » Logged

Joshua
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« Reply #858 on: July 05, 2012, 06:35:59 PM »

Oh no the link doesn't work!
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Seiseki
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« Reply #859 on: July 05, 2012, 06:39:56 PM »

Oh no the link doesn't work!

Haha, failed with the copy-paste.
Should work now Smiley
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Joshua
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« Reply #860 on: July 05, 2012, 07:15:32 PM »

Wow. You are rocking it so hard man! Keep up the great work.  Grin Hand Metal Right
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TheNite
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« Reply #861 on: July 06, 2012, 12:24:09 AM »

how do you edit room layouts again?
I might try making some.
I know TheNite started working on an article about modding layouts on the Delver Wiki. Hopefully he gets around to finishing it up. *wink wink*
Haha, okay I will start working on it again. I have several video tutorials for modding Delver such as adding new tiles, adding enemies, and the basics if anyone needs help before I finish the modding pages.
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DustyDrake
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« Reply #862 on: July 06, 2012, 12:47:17 AM »

what about the color key though for the tiles?
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TheNite
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« Reply #863 on: July 06, 2012, 12:51:32 AM »

what about the color key though for the tiles?

The hex codes? Chad made this list awhile ago.
Quote
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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Seiseki
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« Reply #864 on: July 06, 2012, 01:27:33 AM »

Wow. You are rocking it so hard man! Keep up the great work.  Grin Hand Metal Right
Thanks! I just realized I can make my own monsters..

There's some kind of bug where previous messages get stuck for a while, I just had to screenshot this.


(it's his attack animation, lmao)

He's actually really terrifying! Super fast and lots of hp.
« Last Edit: July 06, 2012, 01:35:01 AM by Seiseki » Logged

Leonick
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« Reply #865 on: July 06, 2012, 02:48:03 AM »

There are also quite a lot of rooms without any enemies. Like most of the wooden tile rooms and library.
What's up with that? There's not even loot in them :/
That's because of how the map tiles currently work. You can see the color codes above. The problem is that stone floor is one color, wood floor is another and enemies and loot also have their own colors, if you put an enemy or loot in a room with a wooden floor the spot where you put it will have a stone floor and celling. Interrupt did say that at some point all spawnable entities will be spawned using alpha values (already possible with torches and some decorations), at that point it'll be possible to put enemies anywhere.
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Seiseki
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« Reply #866 on: July 06, 2012, 05:04:26 AM »

Oh, I see!

Hm, trying some stuff with monsters.
Tried making a passive monster, by reducing damage to 0, and setting it to not chase, and also ranged.
But now the game crashes when the monster attacks.

Edit: I did something with the monster.dat that makes the game crash when loading the level.
Been looking through each line for the past few hours, no luck :<
« Last Edit: July 06, 2012, 07:53:21 AM by Seiseki » Logged

cubertron
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« Reply #867 on: July 06, 2012, 06:06:03 AM »

Awesome , keep it up! Just wanted to ask that are you making the android version purely in OpenGL ?
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TheNite
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« Reply #868 on: July 06, 2012, 08:10:21 AM »

Oh, I see!

Hm, trying some stuff with monsters.
Tried making a passive monster, by reducing damage to 0, and setting it to not chase, and also ranged.
But now the game crashes when the monster attacks.

Edit: I did something with the monster.dat that makes the game crash when loading the level.
Been looking through each line for the past few hours, no luck :<
Could you give me what is inside the monsters.dat file? Either the text or a download for it, I might be able to find the problem.
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Seiseki
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« Reply #869 on: July 06, 2012, 08:27:51 AM »

Oh, I see!

Hm, trying some stuff with monsters.
Tried making a passive monster, by reducing damage to 0, and setting it to not chase, and also ranged.
But now the game crashes when the monster attacks.

Edit: I did something with the monster.dat that makes the game crash when loading the level.
Been looking through each line for the past few hours, no luck :<
Could you give me what is inside the monsters.dat file? Either the text or a download for it, I might be able to find the problem.

I saw that I had written damageType:Bones, instead of Bone, but it seems there are more errors still.
http://www.mediafire.com/?vcxxv4gisduu5vx

Too tired to continue trying, I wish the game would give you an error message.
If you get it to work you'll see tons of new monsters, there's at least 10 new ones, with new graphics. But no spoilers Grin
(also, if it works, try if you can set speed:0.0, for the tentacles! They're supposed to be stationary, or really really slow, like 0.00001)
« Last Edit: July 06, 2012, 08:33:49 AM by Seiseki » Logged

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