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Older topics Here you can access all topics posted from May 12th 2005 to Apr 9th 2006 (In read only mode). |
1126 | 15694 | 9 Apr, 2006, 11:06 In: [GAME]Learn how to count to...By: DJ Omnimaga |
| Pages: (4) [1] 2 3 ... Last » ( Go to first unread post ) | ![]() ![]() ![]() |
| xlibman |
Posted: 9 Jun, 2006, 18:40
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
I finally got enough motivation to update my old map editor which used Omnicalc. Now with xlib and not all those separate asm libs it runs much faster so map ediding on regular 83+ should be much easier.
![]() Basically at startup it loads the start area, then using arrows u can navigate all across the whole metroid map. Then you press clear to exit so it output the map ID. After that it ask you if you want to start a new map or edit one. Here you follow the instructions on screen then you start editing As you can see in the screenshot it has some cool stuff. You can do the basics like replacing tiles on the screen with the chosen one or delete them. MODE open the sprite sheet where you can choose which sprite to put on the map. However you can fill areas with sprites as well. With Y= it allow you to select a part of the map with a rectangle and it fill this entire area with the selected sprite. With GRAPH you just need to select a tile on the tilemap then a sprite on the sprite sheet and it will replace all the similar map tiles with the new one. Right now I dunno if it can be released as it is still buggy and need to be heavily modified to get it to work with other programs, but I might release it anyway as it could help you for making games with xlib -------------------- |
| Alex |
Posted: 9 Jun, 2006, 20:57
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I'll be back one day(5) ;) Group: Managers Posts: 532 Member No.: 10 Joined: 10 Apr, 2006 |
I edited your post so that it displays the image
- Alex |
| xlibman |
Posted: 9 Jun, 2006, 20:58
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
*ACK!* >.<
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| Spellshaper |
Posted: 10 Jun, 2006, 5:57
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![]() rectangular puddle Group: Coders Of Tomorrow Posts: 1996 Member No.: 5 Joined: 10 Apr, 2006 |
gruuuuulage! Tis pwnz! I was always too lazy to make my own editor ^^ -------------------- The tooth fairy teaches children that they can sell body parts for money.
All power corrupts, but I need the electricity! I gave sanity a shot... not my fault it failed >_<! |
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| Radical Pi |
Posted: 10 Jun, 2006, 9:16
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You are part of the Rebel Alliance and a traitor. Group: Coders Of Tomorrow Posts: 1182 Member No.: 4 Joined: 10 Apr, 2006 |
Amazing sprites in there (even though its Metroid, not the editor).
@releasing it for games: YES! -------------------- Greetings from 2/5/2012!
The forums may be in read-only mode, but signatures aren't! |
| xlibman |
Posted: 10 Jun, 2006, 9:17
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
yeah i think it would speed up developpement a lot, of course you would need to modify it a bit to suit your need but still
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| Ranman |
Posted: 10 Jun, 2006, 10:05
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Geezer Group: Managers Posts: 971 Member No.: 26 Joined: 11 Apr, 2006 |
Now that is a handy tool! :bow:
You never cease to amaze me. Keep up the good work Kevin! -------------------- Ranman
Ultima V: Warriors of Destiny - by Lord British Progress = 94.5% - Game engine = 61.2Kb |
| tifreak8x |
Posted: 10 Jun, 2006, 10:56
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![]() Heart of a Warrior Group: Admins Posts: 2138 Member No.: 13 Joined: 10 Apr, 2006 |
I have given some thought to making a kit for AODR, for people who want to make games like it... I ought to put a poll up...
Anyways, lookin good Kevin! :D I can't wait to play the final product. -------------------- Projects: AOD Series: 20% | FFME: 80% | Pokemon: 9% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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| crzyrbl |
Posted: 10 Jun, 2006, 13:02
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![]() Extreme Poster Group: Members Posts: 454 Member No.: 32 Joined: 12 Apr, 2006 |
Better than the one i am using. the only interesting function fills the entire screen with a sprite of my choice. do this map editor allow for sprites with decimal numbers? i use quite a lot of X.1's with the zelda game.
-------------------- (\__/)This is Bunny. Copy and paste bunny into your
(='.'=)signature to help him gain world domination. (")_(")He multiplies faster than your little dots... [URL=http://www.youtube.com/watch?v=7Cps1v4T2KQ&mode=related&search=]bunny doesnt milk cows[/URL] [URL=http://www.sloganizer.net/en/][IMG]http://www.sloganizer.net/en/style3,bunny.png[/IMG][/URL] |
| Zeromus |
Posted: 10 Jun, 2006, 16:11
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![]() Gardeblarblar Group: Members Posts: 857 Member No.: 37 Joined: 15 Apr, 2006 |
if it dosen't it could be easily modded
-------------------- ++++++++++[>+++++++>++++++++++>+++>+<<<<-]
>+++.<.>>---.++++++++++++.--------->.<<------.+.+++ ++.>>++.<<--.>---.++++++++++++.--------.++++++++++++++. [IMG]http://www.cemetech.net/img/sigs/omniexstaffbar.png[/IMG] [URL=http://www.unitedti.org][IMG]http://img350.imageshack.us/img350/1936/powerrunnerbar3ma.png[/IMG][/URL] BASIC flames are for n00bs, you don't want to be a n00b do you? [IMG]http://www.sloganizer.net/en/image,omnimaga,grey,blue.png[/IMG] |
| xlibman |
Posted: 10 Jun, 2006, 16:46
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
nope it doesnt allow decimal numbers, as I'm not really using them in Metroid... I should tho.. oh well... anyway it could be easily modified indeed like CDI said
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| Dragon__lance |
Posted: 10 Jun, 2006, 18:27
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Post whore Group: Members Posts: 815 Member No.: 25 Joined: 11 Apr, 2006 |
do u guys prefer usin decimels for hit detection? or just a limit of numers, like all tile under 20 are solid? If u use decimals, it increases file size...
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| xlibman |
Posted: 10 Jun, 2006, 18:38
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
I never used them, but in a game like metroid I could make every tiles I want walk onable or not with decimals, I could even have destroyable fake doors. It would be a pain for hit detection tho and run much slower
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| merthsoft |
Posted: 11 Jun, 2006, 11:32
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Advanced Member Group: Members Posts: 34 Member No.: 66 Joined: 9 May, 2006 |
Hmm, sounds like the one I made for you a while back, yeah, Kevin's sounds much better... I never use decimals for hit detection, just for special events, so I wouldn't really do it for hit detection, because it is slow, and I tried it once, not good... Though a using them on say, a wall that could be broken, that may work, though I'd just use a different tile that looks the same... |
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| xlibman |
Posted: 11 Jun, 2006, 13:55
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
Hey merthsoft nice to see you here again, btw I still have your map editor on my PC but it doesn't work with xLIB 0.601b
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