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891197 Posts in 33529 Topics- by 24769 Members - Latest Member: LaYxOn

June 19, 2013, 06:50:54 AM
TIGSource ForumsDeveloperTutorialsTutorial: no-tile map editor like in Aquaria or Braid games
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Author Topic: Tutorial: no-tile map editor like in Aquaria or Braid games  (Read 12131 times)
Paul Eres
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« Reply #15 on: December 27, 2008, 05:13:16 AM »

Did you check the date on where Derek said that? I suspect he said that before the announcement.
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Javilop
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« Reply #16 on: December 27, 2008, 05:27:27 AM »

I'm not sure, but it appears in red color like something new: http://www.bit-blot.com/forum/index.php?topic=1426.0
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Paul Eres
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« Reply #17 on: December 27, 2008, 05:33:36 AM »

That reads Dec 17th, that's like 10 days ago. Still, it says v1.1.2 will be out soon and that it fixes some bug on ATI cards and Vista, so perhaps you should wait. I've v1.1.1 and Vista have experienced no problems, but I've an NVIDIA card rather than an ATI one.
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Javilop
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« Reply #18 on: December 27, 2008, 05:54:09 AM »

Thanks again. Well, I'm not in a hurry Smiley I'l wait.

By the way, are there screenshots out there of your game, rinkuhero?

Quote
Still, would be good to read to see if there's anything I missed.

I think maybe it would be the contrary: you will find some things that I maybe I'll miss. Smiley
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Paul Eres
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« Reply #19 on: December 27, 2008, 06:00:06 AM »

Do you mean the game I made the level editor for? Here's a oldish pic of the level editor (with the map overlay above it, but ignore that). Also ignore that it's only 18fps, I don't know why it's that low there, probably just a spike.


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Javilop
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« Reply #20 on: December 27, 2008, 06:54:23 AM »

Cool!

The one I'm making for the tutorial dosen't have gui / buttons. You have to control everything using keyboard / mouse. I'm trying to keep the code really simple, so people could extend it the way they prefer.

A shot of the wip:

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Javilop
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« Reply #21 on: December 27, 2008, 07:00:18 AM »

Ah! You made "Immortal Defense". I read bout it and looks cool. I'm going to give a try to it.
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Paul Eres
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« Reply #22 on: December 27, 2008, 07:04:07 AM »

Immortal Defense also has a level editor, but those don't use "maps" per se, just paths. So the level editor for ID works much like a spline editor.

Image: http://pics.livejournal.com/rinku/pic/000qtqfw
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Javilop
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« Reply #23 on: December 27, 2008, 08:03:05 AM »

I made some prototypes in the past using splines. But never used them ingame yet.
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Javilop
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« Reply #24 on: December 28, 2008, 12:13:50 PM »

WIP [9 hours of total work]

BackDrops
 (x) Translation
 (x) Rotation
 (x) Scaling
 (x) Transparency
 (x) Mirroring
 (x) Tiling
 (x) Layers
 (x) Z ordering inside each layer
 Parallax scrolling
 Morphing effects
 (x) Tinting
Camera
 (x) Zoom
 (x) Movements
IO
 Export XML
 Import XML

« Last Edit: December 30, 2008, 02:30:54 AM by Loover » Logged
Javilop
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« Reply #25 on: January 03, 2009, 04:51:07 AM »

The editor is finished. Now I'm going to start to write the tutorial.

In the screenshot you can see two levels of parallax. The parallax is afected by the camera movement and camera zoom. The effect of zooming is quite impressive Tongue

The sprites used are from lostgarden.com. I don't have my Aquaria version yet. Problems with Plimus Sad

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Javilop
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« Reply #26 on: January 05, 2009, 05:18:06 PM »

Last screenshot. Next post, the tutorial. I think it would be finished in two days. I'm trying to make it easier to understand, but it's a hard task.

How impresive is Derek Yu's art! Thank you very much again for letting me to use it!

« Last Edit: January 05, 2009, 06:42:53 PM by Loover » Logged
Javilop
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« Reply #27 on: January 09, 2009, 03:52:40 AM »

40 hours for doing this! PUF!

I hope it would be useful for some of you! Derek, Alec, thank you very much again  Beer!

http://gametuto.com/in-game-c-map-editor-tutorial-with-indielib-engine-that-dosent-use-tiles-but-pieced-images-like-in-braid-or-aquaria-games/

FEEDBACK! Please, I'm not English speaker, if you see any mistakes (I'm sure I have a lot) could you report them here? Thank you very much!
« Last Edit: January 09, 2009, 05:17:36 AM by Loover » Logged
isaac
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« Reply #28 on: January 09, 2009, 08:46:49 PM »

I enjoyed reading this, even though it is a bit nitty-gritty and language/library specific for my tastes (I'm not a c++ coder, so all the code was over my head). Reading it does make me want to build a similar engine in Actionscript though!

I didn't notice any issues with the english, except that once you referred to IndieLib as 'him', which made me think of anthropomorphic graphics libraries which was cute enough that you shouldn't fix.
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Hayden Scott-Baron
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« Reply #29 on: January 10, 2009, 03:38:03 AM »

This is great, and especially helpful that you included the video. I have some interests in this sort of technique, and I've previously done tests with producing things in such a manner.

There are some serious challenges with producing appropriate artwork for a method such as this, and Aquaria manages this perfectly. That said, you also have to be respectful of how the artwork gets used, and some pieces may only have a small threshold of how much they can be rotated or scaled before it harms the illusion.
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