Humblejack Posted March 20, 2020 Author Share Posted March 20, 2020 4 hours ago, bhall408 said: Here is a wild thought... What if the game took on a Time Pilot element, and you started in 1865 (ballon over a bridge) then to 1918 (zeppelin over city) then 1940 (bomber over fuel dumps) then 1950 (UFO over nuclear power plants) And of course then it would be... Time Bomber Don't forget the charge up San Juan Hill by President Teddy in 1898. 1 Quote Link to comment Share on other sites More sharing options...
TIX Posted March 20, 2020 Share Posted March 20, 2020 10 hours ago, cmadruga said: Let's try this: . . . Aha ! the problem was the png file was saved as a long string of characters.. once I renamed as it should be, all was good ! Look complicated though.. I'll try to figure out what I can do with this ! Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 20, 2020 Share Posted March 20, 2020 Just now, TIX said: Aha ! the problem was the png file was saved as a long string of characters.. once I renamed as it should be, all was good ! Look complicated though.. I'll try to figure out what I can do with this ! Dude, your avatar looks way more complicated ? 2 Quote Link to comment Share on other sites More sharing options...
TIX Posted March 20, 2020 Share Posted March 20, 2020 8 minutes ago, cmadruga said: Dude, your avatar looks way more complicated ? what can I say ? I am an old school pencil on paper artist.. only the last year I started using a pixel editor and introduced myself in a new world of pain/fun I'm sure we can work it out.. Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 20, 2020 Share Posted March 20, 2020 (edited) All good... A few selling points as you enter the 21st century... haha - as you edit the png, Tiled will pick it up on the fly. No need to re-add the tileset, etc. Just have Paint opened on the side with a zoomed in grid as you work and hit save every now and then. - therefore, if you modify an existing tile (through the png), Tiled will automatically update every instance you have already placed on the map. - use the bucket button to fill a space on the map with a given tile. No need to click multiple times... - feel free to resize the map to add more screens... just increase height using increments of 12 tiles (which is also the number of rows on the Inty screen). Edited March 20, 2020 by cmadruga Quote Link to comment Share on other sites More sharing options...
TIX Posted March 20, 2020 Share Posted March 20, 2020 what is the maximum number of tiles ? Quote Link to comment Share on other sites More sharing options...
carlsson Posted March 20, 2020 Share Posted March 20, 2020 (edited) The screen is 20x12 cards (tiles) but at one given time you can only define 64 GRAM (own tiles besides the letters and numbers in ROM). You can redefine a given set of GRAM at vertical blank, which would change what is displayed on screen if you have those in the screen. The GRAM area is shared between screen cards and MOBs (sprites) where each MOB can cover one or two GRAM depending on size and resolution. As for maximum number of screens (each 20x12), it probably is more flexible and depends on the game's final ROM size. Edited March 20, 2020 by carlsson Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 20, 2020 Share Posted March 20, 2020 (edited) I wouldn't worry about max #tiles it for now, you can expand the .png to make room for them. Of course, that doesn't mean infinite content can be brought in, but let's have creativity flow a little bit at this point. Something useful to keep in mind, however: At this point I'm thinking about 44 positions could be redefined for each level. So basically what's inside the red area would be fair game, including terrain. I'd like to reserve the other 20 for sprites and other "stuff" TBD. Edited March 20, 2020 by cmadruga Quote Link to comment Share on other sites More sharing options...
TIX Posted March 20, 2020 Share Posted March 20, 2020 (edited) ..then I'm already over the top ? Canyon.tsxcanyon.tmx Edited March 20, 2020 by TIX Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 20, 2020 Share Posted March 20, 2020 (edited) Well, the mountain tiles could be simplified a bit perhaps... some patterns are rarely used... That would free up some space. Edited March 20, 2020 by cmadruga Quote Link to comment Share on other sites More sharing options...
TIX Posted March 20, 2020 Share Posted March 20, 2020 rotated tiles count ? Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 20, 2020 Share Posted March 20, 2020 Yes. Quote Link to comment Share on other sites More sharing options...
TIX Posted March 20, 2020 Share Posted March 20, 2020 ..bummer Quote Link to comment Share on other sites More sharing options...
TIX Posted March 20, 2020 Share Posted March 20, 2020 (edited) my first tries on level design.. be gentle ! <- a factory/construction site <- a hospital strategically placed in the middle of things.. <- an airfield (in a canyon ????????? ) Edited March 20, 2020 by TIX 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 20, 2020 Share Posted March 20, 2020 Wow, very nice!!! Love all the screens! Just a few things to note: - remember to leave the top 5 rows of tiles free for the plane/zep to fly by. - likewise, the last row of tiles at the bottom should be solid ground... otherwise bombs would fall through the screen. - I have code in place that will automatically restack everything on screen... so the portion inside the red circle should automatically collapse! 1 Quote Link to comment Share on other sites More sharing options...
First Spear Posted March 21, 2020 Share Posted March 21, 2020 Where there's a flying Zeppelin, there must be Monty Python-esque music. Hopefully you'll find this useful. Source code and stuff in the programming forum (I prefer to keep development stuff there so it's easy for the rest of the coding sub-community to find). Enjoy. monty.cfg monty.bin 2 1 Quote Link to comment Share on other sites More sharing options...
TIX Posted March 21, 2020 Share Posted March 21, 2020 (edited) maany new tiles (I deleted some purple pieces, that were not in use), and 4 reworked levels I'm happy with ! now lets make a port ? Canyon.tsxcanyon.tmx Edited March 21, 2020 by TIX 1 Quote Link to comment Share on other sites More sharing options...
TIX Posted March 21, 2020 Share Posted March 21, 2020 Kind of empty looking without a big ship docked.. but what can you do ! I started reusing tiles for other things with mixed results 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 22, 2020 Share Posted March 22, 2020 (edited) So how do you like working on a tile editor? Those green boxes are not on your png. Are you planning on adding those, or any others more? Looks like a good size tileset for now. Once you are all done with the tiles, send me all the files again. ... please ? Edited March 22, 2020 by cmadruga Quote Link to comment Share on other sites More sharing options...
TIX Posted March 22, 2020 Share Posted March 22, 2020 As you said there is nothing to it ! I keep going at it, but here is my latest progress.. A couple of experimental screens for you to see (the dam and the city) made by unrelated tiles ! Canyon.tsxcanyon.tmx 1 Quote Link to comment Share on other sites More sharing options...
carlsson Posted March 22, 2020 Share Posted March 22, 2020 (edited) More music... nothing too fancy, but it probably "works". Perhaps tempo (DATA) should be lowered from 6 to 7. grafzeppelin.bas grafzeppelin.rom Edited March 22, 2020 by carlsson 2 1 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted March 22, 2020 Share Posted March 22, 2020 4 hours ago, carlsson said: More music... nothing too fancy, but it probably "works". Perhaps tempo (DATA) should be lowered from 6 to 7. grafzeppelin.bas 29.25 kB · 1 download grafzeppelin.rom 8.06 kB · 2 downloads Cool! I can dance with this 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 22, 2020 Share Posted March 22, 2020 Hmmm, creative use of clouds, Mr TIX... 1 Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 22, 2020 Share Posted March 22, 2020 I'm thinking I will have to amend my collision and re-stacking logic to allow for "background tiles". (I'm using the term loosely here.) "background tile" = non destructible and non re-stackable. Those tile attributes would have to be specific to each map... because for instance, this particular tile that is circled would be a "background tile" at the 1st map below, but not at the 2nd. Quote Link to comment Share on other sites More sharing options...
+cmadruga Posted March 22, 2020 Share Posted March 22, 2020 (edited) On 3/20/2020 at 11:32 PM, First Spear said: Where there's a flying Zeppelin, there must be Monty Python-esque music. Hopefully you'll find this useful. Source code and stuff in the programming forum (I prefer to keep development stuff there so it's easy for the rest of the coding sub-community to find). Enjoy. monty.cfg 137 B · 4 downloads monty.bin 7.78 kB · 3 downloads This kind of morphed into a development thread, I wonder if it's better to continue it at the programming subforum. Folks are probably getting saturated with details. Edited March 22, 2020 by cmadruga 1 Quote Link to comment Share on other sites More sharing options...
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