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Let's celebrate my 100th post (with more teasers!)
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djfenix




Joined: 12 Mar 2003
Posts: 359

PostPosted: Tue Oct 21, 2003 7:13 pm    Post subject: Reply with quote

All was made with photoshop 7 Big grin
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planethunter
Lost In Emotion




Joined: 07 Jul 2003
Posts: 258
Location: Éire

PostPosted: Thu Oct 23, 2003 9:20 am    Post subject: Reply with quote

Tilesets that detailed, and animations that realistic, and no split screening!

Pretty impressive, did you use a bunch of npcs to make the animation, or did you manage to squeeze all the different tiles in one set, as well as the animations. Or maybe you used the new plotscripting command alter tileset?
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djfenix




Joined: 12 Mar 2003
Posts: 359

PostPosted: Thu Oct 23, 2003 12:38 pm    Post subject: Reply with quote

hehe... if you hadn't noticed, there are many tiles that are similar to eachother (namely, the floor). So I just reused those to prevent a still background. For the animation, because I didnt have enough tiles left over to make animations, I simply made a new tileset with the animation, and made a script to switch between the two tilesets. Clever, no?

... GASP! I just reveiled all my secrets Oookay...
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planethunter
Lost In Emotion




Joined: 07 Jul 2003
Posts: 258
Location: Éire

PostPosted: Thu Oct 23, 2003 2:01 pm    Post subject: Reply with quote

I use alter tileset for a number of things, including time of day and various weather effect animations. Pretty useful command.
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Aethereal
SHUT UP.
Elite Designer
Elite Designer



Joined: 04 Jan 2003
Posts: 928
Location: Gone! I pop in on occasion though.

PostPosted: Thu Oct 23, 2003 2:39 pm    Post subject: Reply with quote

I guess it helps that the OHR supports more tilesets than there are maps, eh? Anyway, I've always thought that loadtileset() could be useful for "expanding" tilesets. For example, let's say you want more than 160 tiles. Simply split your map into parts, and use the first set of 160 to build whatever you want. Then change the tileset being used in the editor, use the second set and draw whatever, then change back to the first, and when you transition to the area that has the second tileset, simply load that tileset to make the tiles look correct. :\

Confusing, but it works.
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Minnek
Conjurer




Joined: 03 Jun 2003
Posts: 430
Location: Somewhere

PostPosted: Thu Oct 23, 2003 4:11 pm    Post subject: Reply with quote

Aeth is the man! ...err...anyways...

Incredible, Fenix. Simply incredible. I have no clue how I'm supposed to live up to all you noble graphics artists. My stuff looks like stick figures compared to this sort of stuff. Keep up the great work, I look forward to the game itself. *runs off to work on his graphics* I really suck. Oookay...
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madhatter
Best procrastinator in all of North America




Joined: 30 Sep 2003
Posts: 322
Location: A boonie town, Ontario, Canada.

PostPosted: Thu Oct 23, 2003 5:20 pm    Post subject: Reply with quote

Wheeeeeeeeeeeeee! I had no idea you could use more than 160 tiles in a map! I dunno what you said because I'm a plotscripting idiot, but I'll tell my bro to look at it, and if we ever make a game, I will have *even* more tiles!

BWHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAAAAAAAAAAAAAAA
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planethunter
Lost In Emotion




Joined: 07 Jul 2003
Posts: 258
Location: Éire

PostPosted: Fri Oct 24, 2003 12:54 pm    Post subject: Reply with quote

using tilesets for weather effects is also pretty straight forward:

Just export one of your regular outdoor maps as a bitmap, then just draw the effect over the tiles themselves, be it snow, rain, whatever. The reason why I suggested you export your own tilesets form custom.exe instead of just doing the whole process using the graphics editor is simple:
using your favourite paint program saves time, the spray paint tool used over the whole image, done correctly saves alot of time. Even some programs have their own various filters and effects that you can apply to the image and save time. The only small downside is, once reimporting the new tileset into custom.exe you have to begin the tedious job of setting default passabilty, tile animation, vechile passabily etc. But the availablity of over 32,000 and some thing or other sets to use, greatly out-wieghs this.

~this is a little off topic so ingnore if you hate long posts!~
While i'm at it i might as well say that I am just starting an extremely long, tedious job of adding a "real time" of day, 365 day calender, along with holidays and weather effects. And if your curious about the "real time" bit,
It's simply a 24 clock in real time, so a day of play really is a day of play!
And what do at night intervals? I hope to add a sleep option, so say when you think about 10.30pm "I've done enough for today, 12 1/2 hours awake is enough for anyone" *qoute is talking about the games character, not himself* then the player can set the alarm clock for the next day,
for whatever time suits them, say til 10.30 am and the game character falls asleep =>so the 11 1/2 hours of the character being alseep are skipped, or fast-forwarded (kinda like the sims) until 10.30am when the character rises. And of course lack of sleep affects the characters performance in battle and even their walking speed!

The only problem with my game, (but I have found a way round of but still I am open to suggestion) is this, whilst you play you clock up a variable that sets the in-game time. But if you leave the game and come back in a few hours the time is the exact same just before you left. I know the option to clock up playtime for about 12 hours and then skipping most of the night time intervals, is still good, and then maybe staying out late to go to certain events and so on. But I'm talking about real time here, and by that I mean when you get up at 3.30am for a snack or something and then turn on your pc and play the game *for some strange reason* it would be really 3.30am! I was thinking of maybe something implanted into
the .rpg file or a seperate .exe to use the windows clock, or something...

Anyway If you like the ideas or have any suggestions on what I should do please go ahead, reply or pm me or something. I guess when a game is in it's early beta stages you have to makei mportant choices early on.
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Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Sat Oct 25, 2003 6:19 am    Post subject: Reply with quote

I don't know if anyone played the old Hoshima Episode 2...which was on the Realmsoft site (not in CP).

In the beginning of that, I had a tileset set up to make it appear that it was raining.
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