I think trees made with this app couldn't be uploaded to OGA though. The license isn't compatable with us:
"tree[d] is free to use, and you can include the trees you make in your own projects, commercial or free, as long as they are not model packs, texture packs, 3D model generators, or texture generators."
But looks like it could be a good resource for some games.
Definitely about SDL performance with per-pixel alpha.
In OSARE I had to convert all the character sprites and tilesets to "magic pink" transparency for performance. I only use full alpha sprites for spell effects, where variable-level alpha transparency is a major part of the art.
If you're on Windows, I think you can drop that DLL into the Tiled plugins folder. Otherwise you might have to compile it for your system. The plugin is still at early stages so it might not really be ready for regular use.
Not sure if the collision later is created yet in the plugin
Yes, osare maps currently use only one tileset. Within Tiled this will be the shared Collision tileset and then the specific tileset for that map (e.g. dungeon, cave)
Yes, right now monsters and events are placed directly into the .txt files.
Make sure you're using the latest Qt version of Tiled. If you're using an older version it won't support the CSV format for layer data. Also make sure you have these images in the same folder as the TMX files: tiled_collision.png, tiled_dungeon.png, tiled_cave.png
It's fine to leave squares empty/black
Right now maps are limited to 256x256, but with Events it's easy to connect maps.
Right now Tiled doesn't have a way to easily draw walls. One shortcut, if you're making many walls, is to temporarily use a corner of your map to draw out some walls as a "palette" to copy/paste onto your rooms.
Also, the way collision works:
Solid red means a solid wall. You can't shoot through it and enemies can't see through it.
Solid blue means a low obstacle. You can't walk through it but you can shoot over it, and enemies can see over it.
The partial tiles are not yet implemented. I'm not really sure they will be necessary.
The faded red tile is for secret passages. These walls will not appear on the minimap.
Tartos, neat tests! yeah my dithered backgrounds came out looking similar. In some of my really twisty caves it made the shape of the cave quite confusing. But I guess it doesn't hurt to include both versions of the tileset.
nander: I wouldn't count on moving minecarts. If I made those, I'd be tempted to add elevated tracks and banking tracks and making a rollercoaster. Then I'd be making medieval fantasy Rollercoaster Tycoon instead :P
I don't think C or C++ native libraries have zip support.
Probably zlib is the way to go: http://www.zlib.net/
Anon, I prefer keyboard movement and mouse aim. But I plan to add mouse movement as an option in the future.
Looks neat!
I think trees made with this app couldn't be uploaded to OGA though. The license isn't compatable with us:
"tree[d] is free to use, and you can include the trees you make in your own projects, commercial or free, as long as they are not model packs, texture packs, 3D model generators, or texture generators."
But looks like it could be a good resource for some games.
Hm yes, you should open permissions to your saves folder if it isn't already:
sudo chmod 755 saves
inu: once the game supports translations I'll put out a call for help!
pennomi: glad to hear it's working cleanly on Ubuntu 10.10! And hopefully monsters will get even more neat powers for 0.11.
A couple neat entries for this week's challenge. Please vote!
http://opengameart.org/category/art-tags/seasons-change
Whichever one has the most "Favorites" by Friday wins!
Great work Brandon75689 for another win!
http://opengameart.org/content/15-min-medieval-acidweird-strings
Definitely about SDL performance with per-pixel alpha.
In OSARE I had to convert all the character sprites and tilesets to "magic pink" transparency for performance. I only use full alpha sprites for spell effects, where variable-level alpha transparency is a major part of the art.
Cybertroll:
Also, the way collision works:
Tartos, neat tests! yeah my dithered backgrounds came out looking similar. In some of my really twisty caves it made the shape of the cave quite confusing. But I guess it doesn't hurt to include both versions of the tileset.
nander: I wouldn't count on moving minecarts. If I made those, I'd be tempted to add elevated tracks and banking tracks and making a rollercoaster. Then I'd be making medieval fantasy Rollercoaster Tycoon instead :P
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