Author Topic: Map editor  (Read 7268 times)

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Offline DJ Omnimaga

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Map editor
« on: June 09, 2006, 12:40:00 pm »
I finally got enough motivation to update my old map editor which used Omnicalc. Now with xlib and not all those separate asm libs it runs much faster so map ediding on regular 83+ should be much easier.

user posted image

Basically at startup it loads the start area, then using arrows u can navigate all across the whole metroid map. Then you press clear to exit so it output the map ID. After that it ask you if you want to start a new map or edit one. Here you follow the instructions on screen then you start editing

As you can see in the screenshot it has some cool stuff. You can do the basics like replacing tiles on the screen with the chosen one or delete them.  MODE open the sprite sheet where you can choose which sprite to put on the map. However you can fill areas with sprites as well. With Y= it allow you to select a part of the map with a rectangle and it fill this entire area with the selected sprite. With GRAPH you just need to select a tile on the tilemap then a sprite on the sprite sheet and it will replace all the similar map tiles with the new one. Right now I dunno if it can be released as it is still buggy and need to be heavily modified to get it to work with other programs, but I might release it anyway as it could help you for making games with xlib :)smile.gif

Alex

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« Reply #1 on: June 09, 2006, 02:57:00 pm »
I edited your post so that it displays the image :)smile.gif

- Alex

Offline DJ Omnimaga

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« Reply #2 on: June 09, 2006, 02:58:00 pm »
*ACK!* >.<

Offline Spellshaper

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« Reply #3 on: June 09, 2006, 11:57:00 pm »
QuoteBegin-xlibman+Jun 10 2006, 01:40 AM-->
QUOTE (xlibman @ Jun 10 2006, 01:40 AM)
user posted image

...but I might release it anyway as it could help you for making games with xlib :)smile.gif

 gruuuuulage! :ninja:ninja.gif
Tis pwnz! I was always too lazy to make my own editor ^^

Offline Radical Pi

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« Reply #4 on: June 10, 2006, 03:16:00 am »
Amazing sprites in there (even though its Metroid, not the editor).
@releasing it for games: YES!
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Offline DJ Omnimaga

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« Reply #5 on: June 10, 2006, 03:17:00 am »
yeah i think it would speed up developpement a lot, of course you would need to modify it a bit to suit your need but still ;)wink.gif

Offline Ranman

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« Reply #6 on: June 10, 2006, 04:05:00 am »
Now that is a handy tool! :bow:

You never cease to amaze me. Keep up the good work Kevin!
Ranman
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Offline tifreak

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« Reply #7 on: June 10, 2006, 04:56:00 am »
I have given some thought to making a kit for AODR, for people who want to make games like it... I ought to put a poll up...

Anyways, lookin good Kevin! :D I can't wait to play the final product. :)smile.gif
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crzyrbl

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« Reply #8 on: June 10, 2006, 07:02:00 am »
Better than the one i am using.  the only interesting function fills the entire screen with a sprite of my choice.  do this map editor allow for sprites with decimal numbers?  i use quite a lot of X.1's with the zelda game.

Zeromus

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« Reply #9 on: June 10, 2006, 10:11:00 am »
if it dosen't it could be easily modded

Offline DJ Omnimaga

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« Reply #10 on: June 10, 2006, 10:46:00 am »
nope it doesnt allow decimal numbers, as I'm not really using them in Metroid... I should tho.. oh well... anyway it could be easily modified indeed like CDI said

Dragon__lance

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« Reply #11 on: June 10, 2006, 12:27:00 pm »
do u guys prefer usin decimels for hit detection? or just a limit of numers, like all tile under 20 are solid? If u use decimals, it increases file size...

Offline DJ Omnimaga

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« Reply #12 on: June 10, 2006, 12:38:00 pm »
I never used them, but in a game like metroid I could make every tiles I want walk onable or not  with decimals, I could even have destroyable fake doors. It would be a pain for hit detection tho and run much slower  

Offline merthsoft

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« Reply #13 on: June 11, 2006, 05:32:00 am »
QuoteBegin-crzyrbl+Jun 10 2006, 01:02 PM-->
QUOTE (crzyrbl @ Jun 10 2006, 01:02 PM)
Better than the one i am using.  the only interesting function fills the entire screen with a sprite of my choice.  do this map editor allow for sprites with decimal numbers?  i use quite a lot of X.1's with the zelda game.  

 Hmm, sounds like the one I made for you a while back, yeah, Kevin's sounds much better...
I never use decimals for hit detection, just for special events, so I wouldn't really do it for hit detection, because it is slow, and I tried it once, not good... Though a using them on say, a wall that could be broken, that may work, though I'd just use a different tile that looks the same...
Shaun

Offline DJ Omnimaga

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« Reply #14 on: June 11, 2006, 07:55:00 am »
Hey merthsoft nice to see you here again, btw I still have your map editor on my PC but it doesn't work with xLIB 0.601b :(sad.gif