The barrels and other "stolen goods" (trees, character, ..) are just illustration for the screenshot, I don't include them in the package itself.
Didn't think it would be a problem though, I though license apply to the package only. I contacted OGA but they didn't replay. should I delete and reupload this submit? or just change the screenshot and wait?
1. What I did was using layers of terrains (so the tilemap is not just an [x,y] matrix, its an [x,y,layer] 3d matrix), and the terrain I want to put above in mergin comes in a higher layer. if you want to merge 3 different types all touching each other it means you need 3 layers. If your graphic engine have some sort of z-indexing instead of layers you can use it.
as for the question of where to put which part - every tile contains the "base" tile, which is the center piece (tile indexed 1,1) or an alternative center (one of the tiles at the bottom line) + surrounding mergings.
this means when every tile renders itself it asks: "is there a tile above me (in the same layer)?" if no, render another tile piece with merging up graphics, right above the base. then he asks "is there a tile below me"? and if no render the merging down, and so forth.
start with just the side mergings and corners, and after this works go handle the internal corners which are a little more tricky.
most graphic engines today use sprites and nodes (or containers) anyway, so you'll probably want to write an "update_graphics" function that clear all previous tile sprites and re-create them based on the conditions I mentioned above.
I hope it wasn't too confusing :)
2. the animated tiles are like 4 packs in one file, located from left to right. the animation is intended to be 4 steps animation that every step takes the tile from a different section. as for the black background, the water is intended to render as two layers - there's the base layer (forgot filename but its there), which is static, and the animated part with black background, which I render with additive filter.
Also, please note that currently there's some licensing problem on this package, which is weird. I really don't know what its all about but I suggest waiting until OGA sort it out. just in case.
Nice work, used it here http://adderscript.com/examples/BotWars/BotWars.html
Thanks!
Not the first time using your graphics, this time used it here:
http://adderscript.com/examples/BotWars/BotWars.html
Awesome work, thanks for sharing! :)
Awesome work! Used it here: http://adderscript.com/examples/BotWars/BotWars.html
Great work, used it here - http://adderscript.com/examples/BotWars/BotWars.html
From my understanding I should credit Redshrike (Stephen Challener), right?
Thanks!
Don't know if it was related to this post or not but the flagging was just removed.
Thank you capbros for the support and tips :)
That's a very useful link, thanks! I hope my future submissions won't get flagged thanks to it :)
OGA's admins will probably get back to me when they have the time, I only contacted them yesterday and I'm sure they got a lot on their hands anyway.
Just in case I'll replace the screenshot when I'll get back from work.
The barrels and other "stolen goods" (trees, character, ..) are just illustration for the screenshot, I don't include them in the package itself.
Didn't think it would be a problem though, I though license apply to the package only. I contacted OGA but they didn't replay. should I delete and reupload this submit? or just change the screenshot and wait?
Thanks! :)
hi Versine!
1. What I did was using layers of terrains (so the tilemap is not just an [x,y] matrix, its an [x,y,layer] 3d matrix), and the terrain I want to put above in mergin comes in a higher layer. if you want to merge 3 different types all touching each other it means you need 3 layers. If your graphic engine have some sort of z-indexing instead of layers you can use it.
as for the question of where to put which part - every tile contains the "base" tile, which is the center piece (tile indexed 1,1) or an alternative center (one of the tiles at the bottom line) + surrounding mergings.
this means when every tile renders itself it asks: "is there a tile above me (in the same layer)?" if no, render another tile piece with merging up graphics, right above the base. then he asks "is there a tile below me"? and if no render the merging down, and so forth.
start with just the side mergings and corners, and after this works go handle the internal corners which are a little more tricky.
most graphic engines today use sprites and nodes (or containers) anyway, so you'll probably want to write an "update_graphics" function that clear all previous tile sprites and re-create them based on the conditions I mentioned above.
I hope it wasn't too confusing :)
2. the animated tiles are like 4 packs in one file, located from left to right. the animation is intended to be 4 steps animation that every step takes the tile from a different section. as for the black background, the water is intended to render as two layers - there's the base layer (forgot filename but its there), which is static, and the animated part with black background, which I render with additive filter.
Also, please note that currently there's some licensing problem on this package, which is weird. I really don't know what its all about but I suggest waiting until OGA sort it out. just in case.
Hi Ouren, nice gallery you got there!
I used your skeletons for this gitpage http://ronenness.github.io/RPGUI/, there's a link there to your profile in case someone interested in them :)
Thanks a lot for these skeletons, they are really awesome!
Hi sanibsch,
I'm using this song for a hobby game project. do you want your real name to appear in credits or just "Snabisch"?
thanks :)
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