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Castle Paradox
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Pumpkinbot Rock beats scissors! >:D

Joined: 22 Apr 2009 Posts: 106 Location: Megaman, Cutman's level.
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Posted: Sun Nov 08, 2009 4:00 pm Post subject: Maptiles problem |
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I don't know how to tackle it. I can do a tileset for a game called Knytt Stories, but that's only because it's side-scrolling. This is a top-down view game. How should I go about doing this? Any tutorials or anything would be greatly appreciated. |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Sun Nov 08, 2009 4:28 pm Post subject: |
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How should you go about what?
Making OHRRPGCE maptiles, or making a game in general?
If the latter, you probably want to read the HOWTO.
http://hamsterrepublic.com/ohrrpgce/index.php/HOWTO.html
If the former, there's a lot of info in the HOWTO, and it also helps a lot to look at already-made games. This lets you see what is possible, and if you open a game in custom.exe you can get an idea of how they did it. _________________ Working on rain and cloud formation |
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Pumpkinbot Rock beats scissors! >:D

Joined: 22 Apr 2009 Posts: 106 Location: Megaman, Cutman's level.
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Posted: Sun Nov 08, 2009 4:37 pm Post subject: |
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Bagne wrote: | How should you go about what?
Making OHRRPGCE maptiles, or making a game in general?
If the latter, you probably want to read the HOWTO.
http://hamsterrepublic.com/ohrrpgce/index.php/HOWTO.html
If the former, there's a lot of info in the HOWTO, and it also helps a lot to look at already-made games. This lets you see what is possible, and if you open a game in custom.exe you can get an idea of how they did it. | Thanks.
EDIT: Okay, that's kinda what I wanted but kinda not. To rephrase my "question", I know how to make a maptile physically, but I don't know how I should start or where to go with it. |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Sun Nov 08, 2009 5:20 pm Post subject: |
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I always try to think in repeatable patterns.
Usually when I start making a map, I start with a forest of some sort.
Man - made stuff is always way harder to depict than natural things (no matter what media you're using: oil paint, crayons, or pixels)
So, start with a natural setting.
Make some grass/ground cover.
It usually looks fine if you have a single repeating tile, so long as you make the grass pattern continuous across the tile-edges.
If you want a secondary ground type (like mud), make it, and then make tiles that will act as boundaries between the two tile types. This way, your terrain won't just look like a bunch of squares.
Now that the OHRRPGCE has the layer system, you can make rocks and flowers on other tiles (leaving the background as the default black), and layer them onto the grass later.
Trees look good with their base in layer 1 and their canopy in layer 2 (so that you can walk behind the canopy).
That's all you need for a forest, really. Grass, trees, rocks, and flowers.
Anyways, whatever you make - castles, prairies, swamps... if you don't use repeatable patterns, you won't be able to make a very big map. _________________ Working on rain and cloud formation |
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NeoSpade Of course!

Joined: 23 Sep 2008 Posts: 249 Location: Wales GB
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Posted: Mon Nov 09, 2009 2:53 am Post subject: |
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When you say top down, do you mean at a 45 degree angle (RPG standard) or as in birds eye directly above? AKA:
This is top down:
This is 45 degree view:
Which do you mean (assuming that you actually meant 45 degree view, and it was obvious to everyone else, please apply a dumb-point to me...)
As for tutorials of the 45 degree angle, there are quite a few hosted here and also this is probably the best spriting tutorial (that I've seen) out there. Hope I've been of some help. :p |
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