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Leonick
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« Reply #900 on: July 09, 2012, 09:39:48 AM » |
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* Lava! Not added to any of the map tiles yet but is implemented. (Color: #ff5a00) * More entity alpha values. 90: monster, 91: loot, 92: key
Nice update. So is that lava of the old fashioned instakill variety or is it the modern kind of lava that is more like a hot bath? :p Been waiting for those alpha values, time to adjust some of my rooms to have them the way I initially wanted them. I might go trough all the tiles and update all mosters and lot to use alpha values too.
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« Reply #901 on: July 09, 2012, 09:48:52 AM » |
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Lava isn't instadeath, but it does hurt. Try it out and see how you like it, and whether it needs movement / damage tweaks. For testing I've been setting the first dungeon level to that testing.png file.
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Leonick
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« Reply #902 on: July 09, 2012, 10:23:49 AM » |
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Lava isn't instadeath, but it does hurt. Try it out and see how you like it, and whether it needs movement / damage tweaks. For testing I've been setting the first dungeon level to that testing.png file.
Damage seems pretty good, maybe have it a bit higher so that swimming across two "pixels" (what do we call the area corresponding to one pixel on a tilemap anyway?) takes one heart rather than just a half, lava is pretty hot after all. Of course, it really depends on what role it's intended to fill. Love the light coming from it. I have to ask, where were the monsters coming from in the testing.png? No monsters on there from what I could tell yet there were plenty in game :p EDIT: Also. Here is and update to my tilepack. There are another 4 or 5 new tiles (one might have been in the last version, not sure) and I updated on of my older ones to be like I originally wated it, it's is now the first room with enemies and loot on a wooden floor :p. I also went trough all tiles for both dungeon and cave and converted all the monsters and loot to alpha value ones which should save you some work Interrupt, though you still probably want to consider putting some loot or monsters in some of those old wooden rooms. https://www.cubby.com/p/f160ff7ceda148b497374fe92517bd3d/newtiles.zipEDIT2: So, is the fact that the game crashes when entering a cave level without having TileBeginning.png and TileBeginning_height.png in my assets/generator/CaveTiles folder (if the folder exists that is) due to changes to the themes (custom ones being possible) or did something other than working on Android change with the assets folder? It's really not an issue, just something I ran in to while doing my test runs, had to use the process of elimination to nail the problem down. It did not occur in the last version.
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« Last Edit: July 09, 2012, 10:50:50 AM by Leonick »
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DustyDrake
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« Reply #903 on: July 09, 2012, 10:52:46 AM » |
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So, one interesting thing I've noted is that it actually is possible to get a random beginning tile, all you need are assets for it. How do you manipulate the height map for tiles anyways? All I can tell is the blue/green channels are involved.
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aceaces
Level 0
 
It's the chicken of doooooom!
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« Reply #904 on: July 09, 2012, 10:57:54 AM » |
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Hello all, ace here to tell ya im not dead! But i have no computer for a week  . Ill test out the new version wen i get my computer back. For now im on my 3ds. What i want to know is when i can what theam should my texture pack be? im thinking minecraft (this will be my fist time "pixeling") Ace signing out!
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Leonick
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« Reply #905 on: July 09, 2012, 11:11:09 AM » |
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So, one interesting thing I've noted is that it actually is possible to get a random beginning tile, all you need are assets for it. How do you manipulate the height map for tiles anyways? All I can tell is the blue/green channels are involved.
You are indeed right about blue and green channels being involved. The green color channel control the floor level while the blue control the ceiling, the default values are 128 and 144 respectively. Using the default values you can also see that a standard area has a height of 16 (144(blue)-128(green)=16) (much less and you probably can't enter) so a double high room would have a blue value of 160. If you ever want to do stairs or just varying height that the player can actually traverse make sure the height difference is never more than 4 (128->124->120) as that seem to be the highest height difference the player can get up. The height map is just like the normal one so one pixel on it corresponds to the pixel in the same position in the normal map it shares a name with. Hope that helps.
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ninja
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« Reply #906 on: July 09, 2012, 11:45:07 AM » |
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I have tryied the most recent vertion and loved it. This game is very good for being in Alfa, how ever i did see one small bug... The bug was when i got hit with two magic missals at the same time. The game froze up and then I died. Other than that I saw no bugs. I would like to know what the next update will bring and when it will be.
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!! 
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« Reply #907 on: July 09, 2012, 12:49:24 PM » |
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I have to ask, where were the monsters coming from in the testing.png? No monsters on there from what I could tell yet there were plenty in game :p
EDIT2: So, is the fact that the game crashes when entering a cave level without having TileBeginning.png and TileBeginning_height.png in my assets/generator/CaveTiles folder (if the folder exists that is) due to changes to the themes (custom ones being possible) or did something other than working on Android change with the assets folder? It's really not an issue, just something I ran in to while doing my test runs, had to use the process of elimination to nail the problem down. It did not occur in the last version.
If the number of monsters on a given level falls below 3, the game will slowly spawn a few out of sight to keep things being totally empty. That second part might be a side effect of my custom themes fix, I'll check it out when I get a chance.
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Seiseki
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« Reply #908 on: July 09, 2012, 01:28:59 PM » |
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Wow, sweet! Lava looks great!
I'm attempting a sewers-themed level, is there any way to get shallow water? Also, isn't standard height 144->160? It's what I'm seeing in the current ones. But using it on a custom level made the up/down ladders disappear, same thing with doors :<
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Leonick
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« Reply #909 on: July 09, 2012, 01:57:19 PM » |
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Looking a the default height maps the colour interrupt used for default is green (floor) is 128 and blue (ceiling) is 144, it's the color found in all areas that is of standard ceiling height and it's also what you find at any spot where one tile is meant to connect at another, if they weren't I can imagine a few problems  . I'm guessing the confusion comes from the height map for the beginning tile? The spot you spawn at is indeed at 144,160 but as you exit the starting room you go down some stairs that lead end at 128, 144 that then becomes the default. As for water, it seem to have a fixed depth and simply goes down that far from the specified floor, so no, shallow water isn't possible I think (unless Interrupt would put it in of course). If the number of monsters on a given level falls below 3, the game will slowly spawn a few out of sight to keep things being totally empty.
That second part might be a side effect of my custom themes fix, I'll check it out when I get a chance.
Ah, that explains that. Really not a big issue though, come to think of it there really should be beginning tiles for all dungeon types (like there is be default) in case someone decides to changes the theme of the first level :p
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Seiseki
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« Reply #910 on: July 09, 2012, 02:18:44 PM » |
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Ah thanks! That explains a lot!
Also, with the custom theme I thought we could have custom boss levels, like a custom arena level with only 1 monster spawn and only one single monster type. But if the game also automatically places monsters without spawners, that idea doesn't work :<
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ninja
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« Reply #911 on: July 09, 2012, 04:46:37 PM » |
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I personaly would like to see lava fully impleminted next. Followed by rings, and/or amulates. I also have no clue how to get the test map up that has lava on it. Any help?
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« Last Edit: July 09, 2012, 05:42:31 PM by ninja »
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!! 
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Seiseki
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« Reply #912 on: July 09, 2012, 05:41:36 PM » |
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I personaly would like to see lava fully impleminted next. I have no clue how to get the test map up that has lava on it. Any help?
open dungeon.dat and change/add these variables for the first level. generated:false, levelFileName:"levels/testing.png", levelHeightFile:null,
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ninja
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« Reply #913 on: July 09, 2012, 05:44:58 PM » |
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Well I opened dungeons.dat but I could'nt change anything.
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!! 
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Seiseki
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« Reply #914 on: July 09, 2012, 05:50:48 PM » |
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Well I opened dungeons.dat but I could'nt change anything.
Copy the entire data folder and place it next to the jar, then try editing it.
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