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Old 18 April 2015, 06:53   #241
sandruzzo
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I will flip all rygar frames during loading time.
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Old 21 April 2015, 14:23   #242
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Ok, Rygars' flip sprites frames done. Now I'm making it general for all anims. Little update
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Old 21 April 2015, 22:28   #243
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keep on the good work Sandruzzo
 
Old 22 April 2015, 06:43   #244
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Now we need an Help to do Background tiles' map.. Any help Mates?
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Old 22 April 2015, 10:47   #245
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Updated Source code.
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Old 22 April 2015, 13:53   #246
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Now we need an Help to do Background tiles' map.. Any help Mates?
sorry, I'm a coder, not a gfx
 
Old 22 April 2015, 14:06   #247
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Any Idea to do that? Some programs?
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Old 22 April 2015, 14:39   #248
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http://tilestudio.sourceforge.net/

May be of use.
I've been using Tilestudio to manipulate the maps PC side. It outputs in a variety of formats including Blitz Basic (PC), which is easily adaptable for me to use with Blitz2. You can output in binary. Best of luck, anyway =).
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Old 22 April 2015, 14:40   #249
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http://tilestudio.sourceforge.net/

May be of use.
I've been using Tilestudio to manipulate the maps PC side. It outputs in a variety of formats including Blitz Basic (PC), which is easily adaptable for me to use with Blitz2. You can output in binary. Best of luck, anyway =).
Thanks Mate
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Old 22 April 2015, 21:05   #250
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Any Idea to do that? Some programs?
Choose one tool for the work then we can help
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Old 23 April 2015, 06:44   #251
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Choose one tool for the work then we can help

to me any tools is good. I don't know if there is one good on amiga.
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Old 23 April 2015, 21:52   #252
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to me any tools is good. I don't know if there is one good on amiga.
you can use any tool and not just on Amiga, provided you can understand the structure of the file they output. Then you can convert the output file to your own fileformat or use it as it is.
Somebody posted about this Tile Studio, they offer many examples of using their produced files in many languages, so it should be easy to convert them to what you need.
 
Old 23 April 2015, 22:25   #253
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to me any tools is good. I don't know if there is one good on amiga.
You are the coder, you have to use some sort of map reading and tile blitting anyway, so you would create an engine to do that and create the map editor on the way. That's what would do, if i had no previously coded tools available.
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Old 24 April 2015, 06:40   #254
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@Cylon

The idea hit me, but we delay coding time a lot... If someon else would like help us

Last edited by sandruzzo; 24 April 2015 at 06:49.
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Old 24 April 2015, 08:27   #255
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http://www.mapeditor.org/ Tiled is also a great map editor thats free for Linux,Mac,PC
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Old 24 April 2015, 08:29   #256
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http://www.mapeditor.org/ Tiled is also a great map editor thats free for Linux,Mac,PC
the only problem could be the file format..
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Old 24 April 2015, 08:31   #257
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You could also use the RED Map Editor supplied with the Blitz Support Suite. It can save files as raw data so you'd just need to figure out how to read in the data from the map file. It does output Blitz Basic source code for that, but you could probably read that and adapt it for yourself as the map file itself won't be Blitz-specific.
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Old 24 April 2015, 08:53   #258
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This seems a trivial problem to me. As Cylon says, you have to blit anyway so what are you currently doing?

PowerCrawler is free on Aminet and outputs a header for each map followed by the data left to right, top to bottom as words or bytes, whatever you like. For one of my own projects I knocked up a quick program that takes any picture of a level, finds all unique tiles in it and outputs a map in Powercrawler format. It's trivial to code the tile drawing stuff and the map editor is already made. Problem solved?

But it all depends how you are currently blitting the tiles. Is there any actual working demo or video of what you currently have? (Not having to assemble your source code). Has anyone ripped any maps from the levels yet?
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Old 24 April 2015, 09:12   #259
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This seems a trivial problem to me. As Cylon says, you have to blit anyway so what are you currently doing?

PowerCrawler is free on Aminet and outputs a header for each map followed by the data left to right, top to bottom as words or bytes, whatever you like. For one of my own projects I knocked up a quick program that takes any picture of a level, finds all unique tiles in it and outputs a map in Powercrawler format. It's trivial to code the tile drawing stuff and the map editor is already made. Problem solved?

But it all depends how you are currently blitting the tiles. Is there any actual working demo or video of what you currently have? (Not having to assemble your source code). Has anyone ripped any maps from the levels yet?
No problem to blit tiles and stuff like that. Like I said I can program Rygar, and I can't do all.

Ok just seen it. Someone can do the map?

Last edited by TCD; 24 April 2015 at 11:58. Reason: Back-to-back posts merged.
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Old 24 April 2015, 11:24   #260
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Check the zone for an example of the output from my map software. Most files should be self explanatory, but the "Popular" extension are tiles that are in the map more than 10 times (from memory), and "Rare" I believe are tiles used 3 times or less. If you overlay the rare image over the full map, you can see exactly where these hardly-ever-used tiles are. The tiles are not laid out logically in blocks or anything, it simply works left to right, top to bottom adding tiles as it goes. The whole program is meant to cut up full level rips rather than having to piece levels together. And I have no idea what palette you're using so this is just a rough example.
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