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Messages - NekoBaron

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121
Custom Maps / Re: [CAMPAIGN][WIP] Azuron
« on: September 15, 2013, 10:00:13 PM »
http://steamcommunity.com/sharedfiles/filedetails/?id=178909319



Screenshot of custom overworld and the graphics I designed for it, unfortunately I deleted my cliff graphics in gimp by accident so they will be remade, they're designed to make the world look multilevelled. show physics is on.

All the cliffs and the water has custom animated waves doodads on the edge, I've also created a custom minimap asset for them so the map will display as expected.

I just need to create trees/location icons and such for the map then work on the locations plus I'll need some desert assets.

122
Custom Maps / [CAMPAIGN][WIP] Azuron
« on: September 15, 2013, 09:53:22 PM »
IN ALPHA

Enter Azuron and fight across the land, collect the 3 gems to unlock the wizards tower and defeat him to stop his reign of terror over the people of Azuron.

What the campaign will have:
Starting mines
Overworld map
3-8  general map locations (villages, pass through areas, bonus caves)
4 Main Dungeons (collect 3 gems to unlock the 4th one)
Scripted events (Im enjoying the path scripts)
Basic custom art since I cant draw well.
Custom enemies / bosses

The difficulty is going to vary a lot, I'm using the difficulty filter to remove extra enemies and spawners on easier difficulties, anyone should be able to chill through easy and anyone looking for a challenge should be pressured by hard.

Going to add final screenshots and download in this post, and post work in progress in additional posts.

ALPHA 0-15 https://www.dropbox.com/s/rf37er99b126idi/Azuron_0_15.hwm
ALPHA 0-19 https://www.dropbox.com/s/93zl4bllwqqzunx/Azuron_0_19.hwm

123
Editor Discussion / Re: Randomized Tilemaps
« on: September 13, 2013, 08:43:53 PM »
I tried your code on my grass and it seemed to work fine for a tileset, only thing I notice is one sprite is referencing to tilemaps folder and the 2nd one is going to the doodads folder so I can only guess 1 of em is not loading or they're identical textures.

124
Editor Discussion / Re: Randomized Tilemaps
« on: September 13, 2013, 06:41:33 PM »
This is my current grass  tileset xml
Code: [Select]
<tileset level="9">
<sprite scale="16">
<texture>tilemaps/az_grass.png</texture>
<frame>0 0 32 32</frame>
</sprite>
<sprite scale="16">
<texture>tilemaps/az_grass.png</texture>
<frame>32 0 32 32</frame>
</sprite>
<sprite scale="16">
<texture>tilemaps/az_grass.png</texture>
<frame>0 32 32 32</frame>
</sprite>
<sprite scale="16">
<texture>tilemaps/az_grass.png</texture>
<frame>32 32 32 32</frame>
</sprite>

</tileset>

The  frames are 32x32 size so 4 16x16 pieces
And the sprite part is the randomly selected one, so the overall size of my grass section is 64x64


If you have 4 tiles in a row you want to random between for a tileset then your xml should be something like this.

Code: [Select]
<tileset level="9">
<sprite scale="16">
<texture>tilemaps/az_grass.png</texture>
<frame>0 0 16 16</frame>
</sprite>
<sprite scale="16">
<texture>tilemaps/az_grass.png</texture>
<frame>16 0 16 16</frame>
</sprite>
<sprite scale="16">
<texture>tilemaps/az_grass.png</texture>
<frame>32 0 16 16</frame>
</sprite>
<sprite scale="16">
<texture>tilemaps/az_grass.png</texture>
<frame>48 0 16 16</frame>
</sprite>
</tileset>

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