Tile Set Idea


fh36

Still Fresh
Joined
Mar 7, 2004
Messages
72
heres an idea that i am sure you have prolly thought of.
when you want to change tiles, instead of toggling with L/R or having to press start then going down to tiles and selecting from the big tile set, you could have a hot key thing set up. like select then R or L. it would really bring efficiency up high.

later, frank.
 
I think so too, however if there'll be an external editor, it'll be no problem any longer I think... :)

or am I mistaken about the external editor?
 
you can make the maps using "Mappy for windows" and export them ;) which should make life a bit easier until i get the GP-32 editor improved.

just goto export, and tick 'Map Array ?.MAR' and volla, rename the file and it'll work in gigas without any hiccups, i recommend you create the map in gigas first - then configure the map size and save, this way you'll have the map.dat generated so it'll know how big the map is, else it'll assume its 100x100 even tho the exported map may not be.

but yup, i'll code an all-in-one PC editor at some point.. just wanted to get the basic editor done in Gigas first to allow people to edit games on the fly etc

As for tilemaps, i'll set it up so if you press L+R at the same time it'll enter the tile picker, if anybody is just pressing L and R over and over again, dont forget you can select tiles quicker by pressing START, and selecting 'TILE' from the menu.. i've heard of a few people who didnt know about that and sat around pressing R for 2 years :D

thanks for the feedback!
 
all of these posts asking for improvements should be posted into one big post maybe as there is already quite a few of them and they are just gonna get repeated (and annoying)...
 
another stupid question: what color do I need for transparency? I've been making all transparant stuff black, but that's not doing it =/
 
Transparency is the colour at index 0 in the pallette, which is pitch black :p

are you sure your using pitch black? and not just very dark grey?
 
I still don't get the "renaming" part tho :/ what do I rename *.mar to?
 
when you export, it only exports the current 'layer' your editing, so view the bottom layer and export it to a .mar, then rename it to M1L0.DAT

the way the file renaming works is this..

M<mapnumber>L<layer>.dat

so M1L0, then M1L1, then finally M1L2 - assuming you want it to be map1
 
if you get it working with mappy export could you write a short "how to" for everybody else please, i got it working but forgot how i did it :D lol

export as Map Array or something like that wasn't it? :p
 
Just to let everyone know, I ported a overworld tileset from RPG maker 2k and will post it on that site for Gigas. Pirotic, I'm going to probably write a tutorial on how to port a sprite without battle anims in 10-20 mins. This doesn't really help you with your question but it does help some people :D
 
Pirotic posted on May 3 2004 at 02:41 PM said:
if you get it working with mappy export could you write a short "how to" for everybody else please, i got it working but forgot how i did it :D lol

export as Map Array or something like that wasn't it? :p
hmmm... its not working :p

I ticked map array, renamed the .mar, but the map I get is empty...

I'm doing something wrong, the filesizes of the .dat I made are equal to the .dat I overwrote on the SMC :p
 
Last edited by a moderator:
i'll give it a try, i had it working a while ago.. normally i make the map in Gigas first (trying to load a map which doesn't exist creates it) - change the map settings to the size i want, and then save.

once i've done that i create a new map in mappy, with 3 layers and the correct size. and import the tileset, then once drawn i export it to map array (.mar) one layer at a time.

hmm, just given it a try - and while it worked its flipped along the x y axis's, meaning its sideways :p i'll make function to 'unflip" the map in gigas so you can correct it in real-time.. lol.

infact, i know what i did to mess it up now - when it reads it always reads it backwards, originally i had it so it automatically flipped the maps when loading, but once i implemented the editor i noticed it saved backwards too, so i took out the flipping code in the loading routine. D'oh.

a new release will be out in a day or two, which supports multiple games, multiple tilemaps, more entitys, more screen effects, attack editor and tons of bug fix and improvements which have been suggested over the last week.

thanks for finding the bug mate
 
hm. It's still not working! >_> but I4ll figure it out :)
 
i've written a fix in the next version, you just select the editing mode for the map layer which you've just imported, press SELECT (to bring up the COPY, REPLACE menu etc) and select 'FLIP MAP' and it corrects the problem with maps loading from Mappy, tested it and it all seems fine - the only condition is the maps made in mappy have to have equal dimensions (ie 50x50 size, not 50x51 size).

hopefully that'll solve your problem once the next version is released.
 
Back
Top