CodeWalrus

Development => PC, Mac & Vintage Computers => Topic started by: c4ooo on October 17, 2016, 01:20:02 AM

Title: [java][pc] TileMapper + Pixel art
Post by: c4ooo on October 17, 2016, 01:20:02 AM
For the past couple of days i have been working on a tilemapper as well as pixel art that will likely be used in walriimon aka walrusRPG :)

Done:
    Mult-layer tilemapper
    Tilemapp editor
    Some tiles auto-snap (eg fences snap together, dirt and grass tiles "mix" when side by side.

Todo:
   Collision detection
   Loading/saving
   Some sort of debugging console

For more info on the tilemapp editor see: http://codewalr.us/244/44296 (download link on that post is no longer relevent)
(http://imgur.com/N3wLbRV.png)
As you can see though, fences still need some work on their auto-snap before they look flawless :P
Title: Re: TileMapper + Pixel art
Post by: Scipi on October 18, 2016, 05:41:30 PM
Quote from: c4ooo on October 17, 2016, 01:20:02 AM
For the past couple of days i have been working on a tilemapper as well as pixel art that will likely be used in walriimon aka walrusRPG :)

You mean PocketWalrus. Walriimon uses Tiled :P

This looks pretty nice so far. A feature to suggest (and isn't hard to implement) is to have Z-order rules for different terrain types. This would be increadibly useful for, say, certain types of tile transitions where you layer transitional tiles ontop one another.

For instance:
(http://www.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-72590800-1307467558_thumb.gif) -> (http://www.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-49235600-1307467558_thumb.gif)

http://www.gamedev.net/page/resources/_/technical/game-programming/tilemap-based-game-techniques-handling-terrai-r934
Title: Re: [java][pc] TileMapper + Pixel art
Post by: c4ooo on October 18, 2016, 09:53:32 PM
Wow, thats very nice, but i think a bit outof this project's scope O.O
I've got transitions between grass and dirt. I've got small transition sprites that are rendered on top of the normal dirt sprite if there is grass to that direction.
I think i may redo how i handle fences. though >_>

Edit: can really figure out how to do vertical fences :(
This is a vertical fence: (Look ok-ish)
(http://imgur.com/k0519Lu.png)
heres some verticle fences by some horizontal fences: (Looks normal)
(http://imgur.com/kKxijTW.png)
Heres two verticle fences in a row: (Looks bad)
(http://imgur.com/o1Lkpv2.png)

As you can see, there are two types of horizontal fences, "up" aligned fences and "down" aligned fences. The top peg of the vertical fence needs to align with the "up" aligned fence while the bottom peg with the "down" aligned fences. (This condition is met but when two vertical fences are placed in a row it looks bad.
Title: Re: TileMapper + Pixel art
Post by: Dream of Omnimaga on October 19, 2016, 12:36:01 AM
This looks nice. My suggestion for vertical fences would be to make that darker portion lighter, like the top of the horizontal bars, except the second black outline separating the pillar from the fence bars, which could stay dark brown.