December 04, 2021, 08:34:23 pm

The Gang Garrison 2 Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

NOTICE: Due to a rise in bot activity, new posters need to be approved before posting.

Join the community Discord server!

Pages: [1] 2 3 ... 5

Author Topic: Mapping Guidelines So Far  (Read 18745 times)

fishy

  • Pelvis Rush
  • Developer
  • ******
  • Karma: 84
  • Offline Offline
  • Posts: 288
  • resident nitpicker
Mapping Guidelines So Far
« on: October 10, 2008, 08:06:00 pm »

Crossposted from TIG thread:

Mapping Guidelines as I understand them at this point:

The game requires two .png images, one for the collision map that shows where players can collide with the environment in 0,0,0 black, and and empty space in 255,255,255 white. The other image is what is shown ingame. As of right now, specify to whoever adds the map to the program where intel, spawns, and resupply should be. The max size for map images is 2048x2048, but this is excessively large.

Maps are zoomed in 600% size in game. Players are approximately 6 pixels high in game. Players can reliably jump up to a platform that is 9 pixels high, Scouts can double jump about 15, and the rocket jumpers can make about 18 or 20 tops. Exploits requiring sticking to the wall are unreliable and shouldn't be required.

Ramps are most seamless to run up when they're 1 pixel rise/1 run slope. They're less sticky to jump to when they're 1 rise/3 run or longer. You can't run up a 2 pixel high block, as far as I know. How do the 2dfort_2 stairs work, does anyone know?
Logged
It's here:

<Scoot> WHATEVER HAPPENED TO LACE MAN
<Scoot> I FUCKIN LOVE RIBBONS AND SHIT

cspotcode

  • Coder
  • Administrator
  • *****
  • Karma: 134
  • Offline Offline
  • Posts: 411
Re: Mapping Guidelines So Far
« Reply #1 on: October 10, 2008, 08:42:02 pm »

The 2dfort_2 stairs are 1 pixel rise/1 run slope, just like you were saying.
Logged
"The knack of flying is learning how to throw yourself at the ground and miss."
- Douglas Adams

Corky

  • dusty old bones full of green dust
  • ******
  • Karma: 320
  • Offline Offline
  • Posts: 938
Re: Mapping Guidelines So Far
« Reply #2 on: October 10, 2008, 08:45:16 pm »

I'd love to try to create maps, but man, This sounds complicated.
Logged

Krygor

  • New Member
  • *
  • Karma: -2
  • Offline Offline
  • Posts: 7
  • Nothing more.
Re: Mapping Guidelines So Far
« Reply #3 on: October 10, 2008, 09:11:28 pm »

Is there a specific size limit on the maps? Such as x by y pixels is the map limit?
Logged
"Yes, I am a criminal. My crime is that of curiosity.
My crime is that of judging people by what they say and think, not what they look like.  My crime is that of outsmarting you, something that you will never forgive me for."

fishy

  • Pelvis Rush
  • Developer
  • ******
  • Karma: 84
  • Offline Offline
  • Posts: 288
  • resident nitpicker
Re: Mapping Guidelines So Far
« Reply #4 on: October 10, 2008, 11:17:19 pm »

Is there a specific size limit on the maps? Such as x by y pixels is the map limit?

Quote
The max size for map images is 2048x2048
Logged
It's here:

<Scoot> WHATEVER HAPPENED TO LACE MAN
<Scoot> I FUCKIN LOVE RIBBONS AND SHIT

Krygor

  • New Member
  • *
  • Karma: -2
  • Offline Offline
  • Posts: 7
  • Nothing more.
Re: Mapping Guidelines So Far
« Reply #5 on: October 11, 2008, 01:00:36 am »

Sorry about my last question. Didn't read carefully enough. =/
Logged
"Yes, I am a criminal. My crime is that of curiosity.
My crime is that of judging people by what they say and think, not what they look like.  My crime is that of outsmarting you, something that you will never forgive me for."

Asdf64

  • Guest
Re: Mapping Guidelines So Far
« Reply #6 on: October 11, 2008, 07:26:01 am »

I noticed something. I tried to make a map in MS Paint, like someone said on the tig forums, but the only way I found was to do it pixel by pixel, and you had to click at the exact spot I wanted it. Is this the only way? Cause I'd really love to make my own map.
Logged

MedO

  • Owns this place
  • *****
  • Karma: 151
  • Offline Offline
  • Posts: 1751
Re: Mapping Guidelines So Far
« Reply #7 on: October 11, 2008, 10:05:48 am »

A small correction about the collision maps: the pixel in the lower left corner of an image sets the "transparent" color in Game Maker. Everything in the image that has the same color as this pixel will be transparent, i.e. empty space, anything else is counted as wall.
Logged
Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

pach

  • Constantly Useful
  • *****
  • Karma: 7
  • Offline Offline
  • Posts: 85
  • It's raining gibs, hallelujah, it's raining gibs.
Re: Mapping Guidelines So Far
« Reply #8 on: October 11, 2008, 02:56:29 pm »

I noticed something. I tried to make a map in MS Paint, like someone said on the tig forums, but the only way I found was to do it pixel by pixel, and you had to click at the exact spot I wanted it. Is this the only way? Cause I'd really love to make my own map.

I hope you're not making it huge. The original will be very small, as everything is measured by each single pixel. The work is the blown up about 6 times to achieve that large image with the blocky feel.

It shouldn't be too difficult to make pixel by pixel. Start with black only and draw everything. Then later you can add colors where you see fit. Go over it a few times :)

Be sure to post your progress too.
Logged

cinnamon

  • New Member
  • *
  • Karma: -1
  • Offline Offline
  • Posts: 2
Re: Mapping Guidelines So Far
« Reply #9 on: October 11, 2008, 08:36:19 pm »

Good advice, but I believe it would also be beneficial to post the images and perhaps the collision maps of the published maps here for reference, they also could be used as a starting base for editing.
Logged

fishy

  • Pelvis Rush
  • Developer
  • ******
  • Karma: 84
  • Offline Offline
  • Posts: 288
  • resident nitpicker
Re: Mapping Guidelines So Far
« Reply #10 on: October 11, 2008, 10:07:33 pm »

Good advice, but I believe it would also be beneficial to post the images and perhaps the collision maps of the published maps here for reference, they also could be used as a starting base for editing.

Yeah, let's make ten thousand rehashes of the same maps. that's a good idea
Logged
It's here:

<Scoot> WHATEVER HAPPENED TO LACE MAN
<Scoot> I FUCKIN LOVE RIBBONS AND SHIT

stefan

  • Junior Member
  • **
  • Karma: 0
  • Offline Offline
  • Posts: 73
  • maybe i'm a lion
Re: Mapping Guidelines So Far
« Reply #11 on: October 13, 2008, 02:53:25 pm »

So when any character jumps, the very bottom of their feet at the top of their jump are approximately 9 pixels away from the ground? Is that correct?
Logged

 TRIPLE KILL

fishy

  • Pelvis Rush
  • Developer
  • ******
  • Karma: 84
  • Offline Offline
  • Posts: 288
  • resident nitpicker
Re: Mapping Guidelines So Far
« Reply #12 on: October 13, 2008, 03:25:16 pm »

So when any character jumps, the very bottom of their feet at the top of their jump are approximately 9 pixels away from the ground? Is that correct?

That's correct.
Logged
It's here:

<Scoot> WHATEVER HAPPENED TO LACE MAN
<Scoot> I FUCKIN LOVE RIBBONS AND SHIT

stefan

  • Junior Member
  • **
  • Karma: 0
  • Offline Offline
  • Posts: 73
  • maybe i'm a lion
Re: Mapping Guidelines So Far
« Reply #13 on: October 13, 2008, 03:38:36 pm »

Ah, okay. Thanks. :)
Logged

 TRIPLE KILL

FinDude

  • Occasional Zombie Dev
  • ******
  • Karma: 12
  • Offline Offline
  • Posts: 139
  • I live.
Re: Mapping Guidelines So Far
« Reply #14 on: October 14, 2008, 12:54:47 am »

Just a note though, they still can "climb"
one pixel more from there, effectively making their jump 10 pixels.
Logged
Disclaimer: The above does not mean that I will post again.
Pages: [1] 2 3 ... 5
 

Page created in 0.037 seconds with 35 queries.