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Posted (edited)

What's new section:

Snowman_Sky is game using MapIt engine.  MapIt will evolve here for a little bit.

Download: [ http://songersoft.com/programming/Snowman_Sky.zip ]

Video demonstrating new sprite_sheet class and weather effect.

Working on the Class section of the Character Sheet.

Which is what makes multiclassing possible.

NPC-Edit-1.png

Changing the value of Class will load the stored value for XP.  Lvl will be updated to the XP tier.

Hit points are then rolled for each level of all learned classes.  Hit dice are specific to each class and a Constitution modifier is added to each roll of hit die.

 

Edited by Xandy

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Posted (edited)

MapIt Overview:

Avoid posts that aren't about MapIt development.  If you want to tell me good job or something try to use the Like buttons.  If you have a question about MapIt I'd love to hear it.  Criticism is okay with me too.

Feel free to PM me about MapIt.

Merging all these topics to this topic:

Spoiler

 

MapIt [From Examples - Tile World from Image]

MapIt (Dungeons and Dragons Edition) [From Chat - D&D Edition vote]

DragonWarrior3_Remake  [older version engine than MapIt]

 

 

 

 

Overview. 

  • End goal is to have a tile engine with sprites that is both a game and a world editor.
  • Automate replacing tiles in world, or colors in tiles.
  • Save / load worlds and tile images.
  • Use lists of tiles for automations.
  • Choose transparent color.
  • MapIt is a tool to reverse map images into world file and tile images.
  1. Supported image files: bmp, jpeg, gif, your mum, png, tiff, tga
  2. E-Programming-Repo-mapit-Choose-Image-to
  3. When the Start and End areas are all zero; the entire image is parsed into tiles.
  4. Here is an image of the resulting world file 000.txt:
  5. Spoiler
    1. dw1-overworld-file.png
  6. Tile images are saved too: Tiles.zip.
  7. Spoiler

    0.bmp   0.png
    1.bmp   1.png
    2.bmp   2.png
    3.bmp   3.png
    4.bmp   4.png
    5.bmp   5.png
    6.bmp   6.png
    7.bmp   7.png
    8.bmp   8.png
    9.bmp   9.png
    10.bmp 10.png
    11.bmp 11.png
    12.bmp 12.png
    13.bmp 13.png
    14.bmp 14.png
    15.bmp 15.png
    16.bmp 16.png
    17.bmp 17.png
    18.bmp 18.png
    19.bmp 19.png
    20.bmp 20.png
    21.bmp 21.png
    22.bmp 22.png
    23.bmp 23.png
    24.bmp 24.png
    25.bmp 25.png

 

This is posted in collaborations b/c I want help.  I want help bad enough that I could be willing to pay people for their time.  There are plenty of jobs available, the best way to start is to get to know the project.  There are at least 2 ways to do that, as a user and as a developer.  I wouldn't be paying much and I'd have to see your work as valuable.  I suppose a sliding scale.  I'm not unreasonable and I like lots of silly things.

Edited by Xandy

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Posted (edited)

Features:

  • World Menu:
  • -> New:
  1. Set World Size and Tiles
  2. Load and Scan Image to World (Image of dialog in Overview above)
  • -> File:
  1. Save (World)
  2. Load (World)
  3. Save World to Image (Draws the entire World as tiles to image)
  • Clear (World layer range and area section.)
  • Tile Frame (X and Y subsection of tile.) 
  1. Currently whole World can be specifically set to a range of frame.  Single tile and area specification coming soon.

 

  • Tile Menu:
  • -> Edit
  1. Edit Image (Tile)
  • 1. Selected Tile is loaded into the editor
  • 2. Press SPACEBAR to drop colored pixels under mouse
  1. Replace from Disk (Discards selected tile and loads _FileOpenDialog($FILTER_IMAGE) )
  2. Resize (Scales selected Tile images)
  3. Replace Color (In selected Tiles.  See link for Blood Shores)

 

  1. Save (Tiles)
  2. Load (Tiles)
  3. Clear (Tiles)
  4. Tile Groups (Assign Tile group properties and Tiles of groups.  Such as what tiles, are what strength walls.)
  5. Properties (of all Tiles)

 

  • Background Menu:
  1. Change scrolling image.
  • Scrolls on X and Y axis.  Used for animated water effect.
  • Any image can be used.
  1. 2. Show.  (Toggles display of scrolling background image.)

 

  • Area Menu:
  1. Define Areas.
  2. Save Areas.

 

  • NPC Menu:
  1. Create NPC
  2. Save NPCs

 

  • Sprite Menu:
  1. Setup Spritesheet

 

  • Window Menu:
  • -> Size
  1. Screen Size (Set the size of the main window)
  2. Tile Palette Size (Set the width and height of Tile Palette, measured in Tiles.)

 

  1. Ruler

 

  • -> Show
  1. Cursor (Toggles display of the cursor position sub-window.)
  2. Tile Palette (Toggles display of Tile Palette sub-window.)
  3. Info (Toggle the Info sub-window display at bottom of screen.)
  4. Board (Toggles Board Info sub-window, this window starts hidden)

 

  • Help Menu:
  1. Settings (Relic it probably still works.)
  2. Hotkeys (Dialog() takes a list of keys that can be applied to actions.)
  3. Create Player (Temporary dialog to set data for player characters.)
  4. About (Put your mouse over the avatar, but don't click it.  That's what gets him off.)

- Move tiles to different world layer:

  1. IE: There are tools in MapIt to add layers after a image is scanned (scanned image always starts single layer).
  2. Tools to automate search for tile in layer: replace, move, etc.
  3. Auto search all trees, move from layer: 0 to layer: 1, next replace all trees on layer: 0 change to grass.
  4. Now trees are in the foreground of grass.  We have just added a tile layer to a single layer world.
Edited by Xandy

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Posted (edited)

Team positions:

  • Advisor.  "Sometimes I waist days adding a hamburger sprite sheet generator."  Advisor can guide the direction of story and scripts to help maximize the use of development time.  Sometimes I just need someone who is interested in this sort of thing to provide me with feedback.
  • General programmer.
  • Save / Load data file management.  Getting this organized.  To actually have a plan to follow instead of my haphazard .txt files, hardcoded data, and sometimes .ini files.  Tell me the file management you decide and I'll code to the assigned rules.  Now both our jobs are easier.  Win win.  We'll have to get you on salary.  I also save to multiple locations, the job isn't complete cake.  I might want you to convert old systems and write new, so that I don't have to.
  • Math guy or gal.  Always liked math?  Like flexible shitty jobs?  Then this is you.
  • Critical analyzer.  Tell me why it should be better.
  • Unity.  (Unity skills are transferable to this project by rendering in a 3D environment to 2D.)
  • Sound effects (Can't be paid for until further development)
  • If you have an interest in this sort of thing, want to learn, or just want to get in real close before the kill.  I'll find a job for you.
Edited by Xandy

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Posted (edited)

History:

  1. Removed sprite_offset_y from individual NPC blits and applied it to  surfNPC_Front, surfNPC_Back offset instead.  (This fixes the clipping issue at top of world)
  2. surfNPC_Back of world (board) and surfNPC_Front.  People now fall if location aWorld[0][x][y][tile] = 0.  When falling NPC is drawn to surfNPC_Back.
  3. NPC drawing was off after moving like 1/2 a screen.  surfNPC_Front was sized to aBoard[0].  Problem was drect was altered in the SDL_Blit.  Not sure that is expected SDL action, or bug in SDL AutoIt port.  Solved by creating a new drect for each case.

 

Edited by Xandy

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Added a fun feature: NPCs fall from the world if NPC_Position aWorld[0][x][y][tile] = 0.  The first layer of tile in world, if it is empty under NPC, NPC status is falling.

A blank first layer tile is also treated as a wall by the default NPC_Movement_Type.  So NPCs probably won't step off the world, but you can delete the tile under them.  Just saying.

 

Edited by Xandy

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