Primary tabs

Comments by User

Monday, July 25, 2016 - 23:27

Hi Malifer,

Sorry for the late reply. I've been caught up with stuff.

 

I actually feel the same way you do about the art not being consistent and could be improved. I can't quite put a finger on why myself, so I'm not sure how to solve this problem. So my intention is to simply plow ahead and finish all the art asserts first, when I can find the time to. Once the bigger picture is in place then maybe I will work to improve it. Thanks.

Sunday, July 17, 2016 - 05:17

I've reorganized the tileset as well as made some progress on the creation of additional art assets:

 

I think I more or less get how to do it now. My focus now is to try and get at least one screen to look like the finished product, although I should probably begin testing it in the engine soon. Thanks!

Friday, July 8, 2016 - 00:38

Hi Clint,

 

I got around to looking at some of the flare-game Tiled files on GitHub. I also looked at this article here: 

https://github.com/clintbellanger/flare/wiki/Mapmaking

So from my understanding:

 

- Characters and enemies will always be drawn on top of the background layer.

- The object layer is used if you want things such as trees, fences and pillars in the environment to overlap with characters and enemies.

 

However, I still have some more questions:

 

1) How did you set up tiles in such a way that they can be in 'chunks' as opposed to single 64x32 pieces? Also, how do you set it up such that the position of the actual 'tile' varies? What I mean is for example the 'tall structures' tiles has the actual tile placed at the bottom of the 'chunk', while the 'water' tiles has the actual tile at the top.

 

2) When I opened the .tmx file of grasslands, it calls for several .pngs such as grassland.png, grassland_structures.png and grasslands_trees.png. However, the Flare exe only comes with a single, packed png of all the tiles that exists in grasslands. I suppose there is a way to convert the multiple .pngs to that packed format that the final .txt map file calls upon?

 

Thanks everyone involved for creating such a user friendly game engine. I feel that this has the potential to become the RPGmaker of Diablo style games :)

Saturday, July 18, 2015 - 21:08

Hi Dorkster, 

The menus are being done for my own mod, which will contain 100% original art assets. I'm still working on it and currently in a pre-production stage.

The changes I made to the existing tilesets isn't related to that at all, I just got bored one weekend and decided to mess around with it, lol.

Monday, April 13, 2015 - 17:30

Hi Clint,

 

I just wish to clarify what is meant by heavily dependent. I will be reverse engineering some things from fantasycore.

Pages