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Author Topic: Mapping Guidelines So Far  (Read 20345 times)

fishy

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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?
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cspotcode

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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.
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Corky

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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.
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Krygor

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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?
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fishy

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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
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Krygor

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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. =/
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Asdf64

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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.
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MedO

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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.
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pach

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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.
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cinnamon

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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.
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fishy

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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
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stefan

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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?
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fishy

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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.
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stefan

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Re: Mapping Guidelines So Far
« Reply #13 on: October 13, 2008, 03:38:36 pm »

Ah, okay. Thanks. :)
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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.
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