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Re: OSARE v0.10 Released
Friday, November 19, 2010 - 07:54

Cybertroll:

  • If you're on Windows, I think you can drop that DLL into the Tiled plugins folder.  Otherwise you might have to compile it for your system.  The plugin is still at early stages so it might not really be ready for regular use.
  • Not sure if the collision later is created yet in the plugin
  • Yes, osare maps currently use only one tileset.  Within Tiled this will be the shared Collision tileset and then the specific tileset for that map (e.g. dungeon, cave)
  • Yes, right now monsters and events are placed directly into the .txt files.
  • Make sure you're using the latest Qt version of Tiled.  If you're using an older version it won't support the CSV format for layer data.  Also make sure you have these images in the same folder as the TMX files: tiled_collision.png, tiled_dungeon.png, tiled_cave.png
  • It's fine to leave squares empty/black
  • Right now maps are limited to 256x256, but with Events it's easy to connect maps.
  • Right now Tiled doesn't have a way to easily draw walls.  One shortcut, if you're making many walls, is to temporarily use a corner of your map to draw out some walls as a "palette" to copy/paste onto your rooms.

Also, the way collision works:

  • Solid red means a solid wall.  You can't shoot through it and enemies can't see through it.
  • Solid blue means a low obstacle.  You can't walk through it but you can shoot over it, and enemies can see over it.
  • The partial tiles are not yet implemented.  I'm not really sure they will be necessary.
  • The faded red tile is for secret passages.  These walls will not appear on the minimap.
Re: Cave Tileset
Friday, November 19, 2010 - 07:31

Tartos, neat tests!  yeah my dithered backgrounds came out looking similar.  In some of my really twisty caves it made the shape of the cave quite confusing.  But I guess it doesn't hurt to include both versions of the tileset.

nander: I wouldn't count on moving minecarts.  If I made those, I'd be tempted to add elevated tracks and banking tracks and making a rollercoaster.  Then I'd be making medieval fantasy Rollercoaster Tycoon instead :P

Re: Squiggly tree in fall
Friday, November 19, 2010 - 06:28

Neat!  Can you tell us about your process for making this? E.g. did you make the trunk and branches with a generator?  Or box modeling, or subsurface modeling, or sculpting?

Re: Transparency in SDL
Friday, November 19, 2010 - 05:57

Buch, when you set up a surface in SDL I think you have to choose whether it uses color keying or alpha transparency.  Then, when you draw it to another surface, the way it behaves depends on that combinations of source alpha vs. destination alpha settings.

If you're using SDL_image, when you load a file with RGBA (e.g. many PNG files) that surface will automatically have the correct alpha transparency settings, and if you draw them to the screen the edges wil work as expected.

For details, hit up the SDL documentation.  Or, if you have a specific scenario, maybe I can point you to the right SDL doc you need.

Re: Would anyone be interested in making a 3d model for me
Thursday, November 18, 2010 - 15:40

Hm, I don't see a link to a sprite sheet.  Can you try posting it again?

Also, is there a specific license you need for this model?  Are you wanting to sell this game?  Will the game be open source?

Re: Weekly Challenge: Fifteen Minutes (due Nov 15, 2010)
Wednesday, November 17, 2010 - 09:41

I tabulate the votes on Fridays when possible

Re: Cave Tileset
Monday, November 15, 2010 - 23:49

The tilesetdef file for the cave

http://code.google.com/p/osare/source/browse/trunk/resources/tilesetdefs...

The tileset image for the cave

http://code.google.com/p/osare/source/browse/trunk/resources/images/tile...

An example cave map

http://code.google.com/p/osare/source/browse/trunk/resources/maps/cave_s...

Also if you look in this folder you'll find the cave_sketch.tmx file and the required Tiled tileset images:

http://code.google.com/p/osare/source/browse/trunk/tiled/

 

Re: Favorite 3d map editing software?
Monday, November 15, 2010 - 11:43

Lamoot, thanks for the tip!

Re: Cave Tileset
Monday, November 15, 2010 - 09:32

Tartos, actually I'll make a tilesetdef file.  I forgot about the numbering.... I'm trying to follow this basic outline:

  • 00-0f reserved for collision types
  • 10-3f for floors
  • 40-7f for walls
  • 80-bf for standalone objects
  • c0-ff for weirdly shaped items (or overflow from the previous sections)

Currently tilesetdef files can't have comments, but I can change that.

 

Re: Cave Tileset
Monday, November 15, 2010 - 08:57

Tartos, can you send me your tilesetdef file?  It will definitely save me some time.

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