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unfy
Moderatori'm… possibly not sure what you're doing.
http://unfy.org/misc/da/step1.png
Creating a new map, 16×16 grid spaces, 32×32 tile size
http://unfy.org/misc/da/step2.png
Nice and empty
http://unfy.org/misc/da/step3.png
Map->New Tileset
Chose the hexagon example hexagon.png tile set (which i know aren't 32×32)
http://unfy.org/misc/da/step4.png
Was having a hard time getting ctrl-printscreen to work, but anyway… it seemed to divvy up the hexagon tiles as would be expected for the wrong size. Nothing attempted to get resized ?
I tried again with Map->New Tileset, and setting hexagon but 48×48… and it still seemed to do things fine ?
Looking at hexagon.png, the tiles appear to be 100×90 using my crude guesses in with MS Paint heh.
Opening the hexagonal_maqibooy.tmx in notepad (its just an xml file), it says the tileset has tiles of size is 100×91. Further looking at it seems to say similar.
Is there a chance you didn't take into account that hexagons are wider than they are tall ? When ya said 48×48, I just took it as a generation, but you're likely to be 48×44 or 53×48 instead (or something there about). IE: draw a square. Draw a circle who's edges touch all 4 sides (circle wholly fits within square). Generate the hexagon within the circle. While the < and > points of the hexagon will touch the left and right sides of the square, the top and bottom of the hexagon won't… thus it's wider than it is tall…
unfy
Moderatorcare to elaborate ?
unfy
Moderatori was targeting 1024×768, windowed.
with future plans of iOS and android devices.
48×48 is a fine starting point.
actual tile set graphics will have to be worked out later (ie: plains.png will have several frames for it to animate through, thus making the game graphic differennt than tiled, etc)… but for now static images are fine.
edit: amusingly, netbook i'm doing my current devel on is 1024×600 hehehehe… but no, 1024×768 is the current goal.
unfy
Moderatordon't think i have a choice on the transparency color, sorry.
when you load a tile set in tiled, you can specify the transp color tiled will use…
since the game will be running at a higher resolution, the tiny nes tiles will be woefully inadequate… so proper hexagon tiles would be needed in the final version or in the game art (since technically the tiled art and game art can be entirely separate).
edit: it's 06:12 unfy time (morning)… and i haven't slept yet… so… i'll be heading to sleep soon.
unfy
Moderatoroh, i believe my required transparency color is rgb(255,0,128) … just to put that out there :)
edit: yay, no more kenji!
edit again: png 24bit images btw :)
unfy
Moderator… your tile graphics need to have a transparency color and the 'active' part of the graphics need to be hexagonal in shape. if you look at the example stuff, you'll see this.
if you're attempting to use full on squares, it won't look good, no :).
i already have the existing rotk2 maps done in a different format, was going to go about making them in tiled-tmx format (since tiled can't IMPORT other formats lol, at least i don't think so).
unless you wanna make them in the tiled native tmx format heheheh :evil:
for now, i'd stick to the 13×12 or whatever size the existing rotk2 maps are before expanding on bigger (since that'd require more code on my behalf). if you supply a tile set graphic as well, that'd be be fine, but since i've not written the battlescape code yet — i dunno what size tiles i'll be using or any of that.
unfy
Moderatordoh, forgot to say that i was going to include map files and templates later for people to get a better idea, but right now that's not available (the zip file does contain an example hexagon map).
proper rotk2-project maps / tiles / documentation would all be down the line. zip is just provided for people to see what tiled-hexagon looks like…. not to actually produce anything useful yet.
damn, haven't crossed 100 posts yet and kenji is still my avatar :(
unfy
Moderatorhttp://unfy.org/misc/tiled-0.6.2-map777-hexagon-with-flare.zip
There's a readme.unfy.txt in there that explains a little bit. Since this will be the editor of choice for the battlescape… yeah. If I do end up updating it to the current tiled source (0.8.x), i'll obviously post updated links.
As far as rotk2-project (i was honestly debating "Way WooShoo!" as a name lol)…
The flare map file lists tile numbers for the map. It's just a string of numbers basically. 1,1,1,2,1,3,etc
Where those numbers correlate into which tile in the tileset they are (1 might be forest, 2 grass, etc).
For the rotk2-project, I was going to come up with some standard tiles to begin with (prolly those matching the original rotk2) as default tiles… and let people expound upon those as they see fit.
A separate ini / txt file would contain "tile 1 = plains, defense bonus 0, takes 2 movement to cross, fire possibility 50" etc. This way if people create new tile types, they just have to have them in their maps as well as adding to the "tile-description.ini/txt" file as well. No "tiles enumerated within this range have these qualities" kind of crap :).
Tile boundaries and linkages, does that really matter to a modder ? Later down with the AI this might become more important ? I don't particularly see a problem with your layout but it's not something i've given too much thought to atm heheh :)
unfy
Moderatortook some hackery, but flare output now works.
i think this means tiled will be an acceptable editor now <3
unfy
ModeratorGot the tiled fork with hexagon map support compiled. it runs, and seems to work / save just fine o/.
doesn't seem to have the flare map export output option, gonna try to see if i can hack it in there.
unfy
Moderatorworking on downloading all the preq's for building the fork of tiled with hexagon support under windows.
depending on what this version can export as, might have to write a small util to also parse the default TMX file formats into something more friendly to the dev environment the game is written in.
hopefully all will go well (and if i can, i'll get this version of tiled compiled under osx, and linux as well).
and yeah, when it comes time to getting input or having people try it out, i'll make my email address available and all that. hell, if it actually progresses to a point, might bug LYS for it's own forum branch here on conewalker/lys :)
unfy
ModeratorThere's a fork of tiled that supports hexagonal maps.
I'll prolly look into that. using hexagons was always an end-result goal rather than just squares anyway.
looks like i'll need to figure out how to build it under windows :/
unfy
ModeratorRPN code calculators have been around for ages ? Early calculators were that way ? Typically apart of uni classes as well (granted, I never went to uni heh). They're also easier to write because they're stack based and left to right (no jumping around within the string to try to figure out what's what).
Tiled (mapeditor.org) is easy to use. I've decided to make use of it and it's "flare map" export format (produces an ini-esque file). I'll have to lay down some requirements on the map format within tiled, but that'll be easy enough to follow and allow mod'ing to be easy and open ended as well. The flare map file format makes use of stuff I won't need… but whatever… it's easily ignored by the end user.
Sadly, this also means I'll need to convert my existing battlescape map format to the new ones, but whatever… either manual labor or just writing a converter heh.
As far as the flare format, I believe it has a map size limitation of 256 by 256, which is quite huge. ROTK2 is 13×12.
Actually… looking at it… ruh roh. Tiled does orthagonal (squares) or isometric (diamonds / overlapping tiles) … but… it doesn't seem to support 'hexagonal' ….
That's… not cool… and… kills the ability to produce hexagonal maps. Damnit.
unfy
Moderatoroh, for my legit non-internet Ultima Exodus play through, i used tiled (mapeditor.org) for making maps of the dungeons of that game (they're step step turn step step turn step turn style). i'm gonna look through it's export formats to see what's applicable.
It offers a variety of export options and map styles. I may just pick a map format from that and use that as the official map editing stuff. It's a free and very competent tool with lots of dev love put into it.
edit: for when this post was originally made, my avatar changed from babe of dan fu to 'kenji'. i'm officially complaining about this :P
unfy
ModeratorAttempting to write a normal math processor is a pain in the ass.
Maybe down the line, but as it is, learning RPN takes all of 15-30min ya lazy bastards :). Old calculators used to only use it, too etc hehehe.
Also, I tend to answer emails within a few hours / a day, so I have no problems with quickly converting them for people… and eventually they should pick it up.
Lastly, this begs the question, is the game targeting players or modders ? :)
Yes, this may be the first initial 'fuck you' i give to the community at the moment. Basically, the ability is there and requires just a little bit of learning on the modder's part. If there's free time down the line can work on implementing a 'normal math' processor… but definitely not now. So it can go on the list of 'future stuff / wish list'.
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