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Omnimaga
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Map editor
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Topic: Map editor (Read 7268 times)
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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.
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
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Alex
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Map editor
«
Reply #1 on:
June 09, 2006, 02:57:00 pm »
I edited your post so that it displays the image
- Alex
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Map editor
«
Reply #2 on:
June 09, 2006, 02:58:00 pm »
*ACK!* >.<
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Spellshaper
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31337 u53r (Next: 2000)
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This is me. Or maybe not.
Map editor
«
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)
...but I might release it anyway as it could help you for making games with xlib
gruuuuulage!
Tis pwnz! I was always too lazy to make my own editor ^^
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Radical Pi
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Map editor
«
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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One of these days I'll get a sig I'm really proud of.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Map editor
«
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
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Ranman
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31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
Map editor
«
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!
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Ranman
Bringing Randy Glover's
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tifreak
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Posts: 2708
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My Kung Fu IS strong...
Map editor
«
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!
I can't wait to play the final product.
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
crzyrbl
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Map editor
«
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.
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Zeromus
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Map editor
«
Reply #9 on:
June 10, 2006, 10:11:00 am »
if it dosen't it could be easily modded
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Map editor
«
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
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Dragon__lance
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Map editor
«
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...
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Map editor
«
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
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merthsoft
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Map editor
«
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...
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Shaun
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Map editor
«
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
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