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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: Last Post[GAME]Learn how to count to...
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 Map editor
xlibman
Posted: 9 Jun, 2006, 18:40


Ragol666


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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.

user posted image

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 smile.gif


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Alex
Posted: 9 Jun, 2006, 20:57


I'll be back one day(5) ;)


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I edited your post so that it displays the image smile.gif

- Alex
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xlibman
Posted: 9 Jun, 2006, 20:58


Ragol666


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*ACK!* >.<


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Spellshaper
Posted: 10 Jun, 2006, 5:57


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QUOTE (xlibman @ Jun 10 2006, 01:40 AM)
user posted image

...but I might release it anyway as it could help you for making games with xlib smile.gif

gruuuuulage! ninja.gif
Tis pwnz! I was always too lazy to make my own editor ^^


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Radical Pi
Posted: 10 Jun, 2006, 9:16


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Amazing sprites in there (even though its Metroid, not the editor).
@releasing it for games: YES!


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xlibman
Posted: 10 Jun, 2006, 9:17


Ragol666


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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 wink.gif


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Ranman
Posted: 10 Jun, 2006, 10:05


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Now that is a handy tool! :bow:

You never cease to amaze me. Keep up the good work Kevin!


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Ultima V: Warriors of Destiny - by Lord British
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tifreak8x
Posted: 10 Jun, 2006, 10:56


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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. smile.gif


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crzyrbl
Posted: 10 Jun, 2006, 13:02


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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.


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Zeromus
Posted: 10 Jun, 2006, 16:11


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if it dosen't it could be easily modded


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xlibman
Posted: 10 Jun, 2006, 16:46


Ragol666


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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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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


Ragol666


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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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QUOTE (crzyrbl @ Jun 10 2006, 01:02 PM)
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.

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


Ragol666


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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 sad.gif


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