at the end I found what I needed... now the game starts, but I still have to set almost everything, as well as redo the maps (fortunately I do not have to redo everything by hand)
I'm literally losing eyesight fixing this map XD in the original game I think it's probably 2 split maps... the part without trees, in the second image, does not exist in the original game LOL
upcoming developments: - [DONE] finish adding rocks - [DONE] add twigs - add grass - add boulders and bigger branches, to be cut only after a possible upgrade of the specific tool - create a cultivable area - make it so that if the player hoes a tile, a hole appears on that tile, while if he hoes an adjacent tile the hole widens instead of creating a second one - enable a demo of a cultivation, making the player choose which seed to plant between the two (currently) available
small trick, if the menu of powers becomes 1x1 large you can use it as a "visual" menu, not clickable and without the popup of skills appearing (in my case to see the increase in various skills and relationships with future npc) so I can put in as many powers as I want without them looking like powers, just graphics/aesthetics... is a trick quite useful :p
I expand it by 13x150 (for the moment), instead of leaving it at 1, and the first column I use for the "info" (example: if you pass over the icon of an experience bar the popup appears telling you what skill it is) unfortunately the writing "passive" I think you can not remove XD
a small problem: I created an axe (random) and an event (on trigger) that, if I have the axe in my inventory it changes the tile... the problem is that i would like to be able to use the power associated with the item, to change the tile, instead of seeing it change (if i pass over it) with the weapon in the inventory
[DELETE]
at the end I found what I needed... now the game starts, but I still have to set almost everything, as well as redo the maps (fortunately I do not have to redo everything by hand)
I can't figure out why the character walks over walls XD
I put collision around the room, I don't know what to set to keep it from going out so much
little help:
I need to create an anumation with the 16x16 tiles number 562,563,564, but I don't remember how to do it
I'm literally losing eyesight fixing this map XD
in the original game I think it's probably 2 split maps...
the part without trees, in the second image, does not exist in the original game LOL
upcoming developments:
- [DONE] finish adding rocks
- [DONE] add twigs
- add grass
- add boulders and bigger branches, to be cut only after a possible upgrade of the specific tool
- create a cultivable area
- make it so that if the player hoes a tile, a hole appears on that tile, while if he hoes an adjacent tile the hole widens instead of creating a second one
- enable a demo of a cultivation, making the player choose which seed to plant between the two (currently) available
in this order and very calmly XD
small trick, if the menu of powers becomes 1x1 large you can use it as a "visual" menu, not clickable and without the popup of skills appearing (in my case to see the increase in various skills and relationships with future npc) so I can put in as many powers as I want without them looking like powers, just graphics/aesthetics... is a trick quite useful :p
I expand it by 13x150 (for the moment), instead of leaving it at 1, and the first column I use for the "info" (example: if you pass over the icon of an experience bar the popup appears telling you what skill it is) unfortunately the writing "passive" I think you can not remove XD
the only thing i can notice is that the character's shadow is missing XD
only boredom will make me "give up" XD
in the end I also opened a git, since the insistence of some (not here) u.u
a small problem:
I created an axe (random) and an event (on trigger) that, if I have the axe in my inventory it changes the tile...
the problem is that i would like to be able to use the power associated with the item, to change the tile, instead of seeing it change (if i pass over it) with the weapon in the inventory
[event]
# dig1
type=event
location=15,18,1,1
activate=on_trigger
hotspot=location
mapmod=level -2,15,18,1558
requires_item=31
@samuncle
I am making a new map, invented without "copying" from anywhere XD
you are helping me a lot, thanks :)
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