Ambrosia Garden Archive
    • begginer in maps


      alright, now how am i supposed to make maps, on the tutorial it does not say how to make them, just tells you to use their example, how big do i want the tiles, and how do i make exits and entrances to link maps together?? just give me a link or this has already been said before, just tell me.

      ------------------

    • Read the manual, look at the tutorial more carefully. Specifically, look at the tile sizes and the exit to the cave.

      ------------------
      A tomb now suffices for him for whom the world was not enough.

    • Yes, it's difficult to get started, but you can do it! Make a new map and lay the ground work first (like with forest base). Then make a layer or two and place items on the ground with layers. Then look and try the other stuff. I fooled around with it this way until I understood it.

      Once you create a map, THEN you create a new location with the same exact name as the map. The type of location will be "map." Anyway, once you have the map location, you can click on a tab in the location and see that you can define boundaries. This means that the Player can cross from one map into another map automatically, unless you've closed the access tiles.

      My first map is not connected to any other map. So the Player has to transport into another map when he leaves and enters the world.

      For the world, I have 56 maps linked together by boundaries. I suggest that you make sure that the maps are square and of the same size if you link by boundaries.

      Have at it!

      ------------------
      -- Debra
      Danillitphil Productions

    • Quote

      Originally posted by chuggin:
      alright, now how am i supposed to make maps, on the tutorial it does not say how to make them, just tells you to use their example, how big do i want the tiles, and how do i make exits and entrances to link maps together?? just give me a link or this has already been said before, just tell me.

      Unless you know what you are doing, use the defaults. 32X32 for movement tiles and 96X96 for ground tiles. The ground tiles that come standard with coldstone are all 96X96 so it is best to use this size unless you make your own.

      Exits that lead to another map by walking to the border are handled through locations. Specifically, look at page 37 in the Coldstone manual where it discusses linking maps together within locations.

      For exits that are not on a border(a stairway down located in the center of your map), you will create an event that teleports the character to your new map(specified within the teleport event object). Be sure to change the player's map coordinates with a Map Position event object else the player will be in the same coordinates on the new map.

      ------------------
      (url="http://"http://stark.evula.net/pogwalkthrough.htm")PoG Walkthrough and Compendium(/url) | (url="http://"http://stark.evula.net/plugins/dev_tools.htm")PoG Dev Tools(/url) | (url="http://"http://stark.evula.net/plugins/spells_expander.htm")Spells Expander(/url)
      (url="http://"http://stark.evula.net")Stark.evula.net(/url) | (url="http://"http://www.evula.net")EVula.net(/url) | (url="http://"http://mail.ambrosiasw.com/mailman/listinfo/coldstone_dev")Coldstone-dev mailing list(/url) | (url="http://"http://ucplugs.evula.net/pog.html")PoG Upcoming Plug-Ins Directory(/url)

    • Am I understanding correctly that by using 32x32 movement tiles and 96x96 ground tiles I should make the map x3,y3 in size so no tiles will be cut off ? ( i.e. since size is measured in movement tiles, a map of "10x10" squares, would be 30x30 movement tiles so 10x10 ground tiles would fit within )

    • Quote

      Originally posted by tosi:
      Am I understanding correctly that by using 32x32 movement tiles and 96x96 ground tiles I should make the map x3,y3 in size so no tiles will be cut off ? ( i.e. since size is measured in movement tiles, a map of "10x10" squares, would be 30x30 movement tiles so 10x10 ground tiles would fit within )

      It's not a big problem as typically you will have some type of object blocking the borders(mountains, trees, walls, etc) which will cover up the ground tiles that are cut off on the edges of the maps.

      When you open the map editor you will see a red line "border" and if the map is of a dimension not exactly fitting your ground tiles then you will notice that the placement of the border tiles will result in part of the tile being across the red line. This portion will not be visible in your game.

      ------------------
      (url="http://"http://stark.evula.net/pogwalkthrough.htm")PoG Walkthrough and Compendium(/url) | (url="http://"http://stark.evula.net/plugins/dev_tools.htm")PoG Dev Tools(/url) | (url="http://"http://stark.evula.net/plugins/spells_expander.htm")Spells Expander(/url)
      (url="http://"http://stark.evula.net")Stark.evula.net(/url) | (url="http://"http://www.evula.net")EVula.net(/url) | (url="http://"http://mail.ambrosiasw.com/mailman/listinfo/coldstone_dev")Coldstone-dev mailing list(/url) | (url="http://"http://ucplugs.evula.net/pog.html")PoG Upcoming Plug-Ins Directory(/url)

    • my hero appears on the wrong side of the map when i try to teleport him like when he goes south he ends up on the south end of the map instead of the north

      ------------------

    • when i use the map editor everything is fine and looks good, but when i play my game all the objects go the upper left 2 tiles. well actually its more like the ground tiles move for no reason.

      ------------------

    • What are the dimensions of your map? # of movement tiles, size of ground tiles, size of movement tiles?

      I've never run into anything like what you're describing, but I'm going with a hunch here.

      ------------------
      I don't know what I'm talking about.
      Oh no, here comes another learning experience.
      Oderint dum metuant?

    • Quote

      Originally posted by chuggin:
      my hero appears on the wrong side of the map when i try to teleport him like when he goes south he ends up on the south end of the map instead of the north

      If you are using a teleport event then you need to also use a map position event object to change the character's coordinates. Otherwise their coordinates stay the same on the new map.

      ------------------
      (url="http://"http://stark.evula.net/pogwalkthrough.htm")PoG Walkthrough and Compendium(/url) | (url="http://"http://stark.evula.net/plugins/dev_tools.htm")PoG Dev Tools(/url) | (url="http://"http://stark.evula.net/plugins/spells_expander.htm")Spells Expander(/url)
      (url="http://"http://stark.evula.net")Stark.evula.net(/url) | (url="http://"http://www.evula.net")EVula.net(/url) | (url="http://"http://mail.ambrosiasw.com/mailman/listinfo/coldstone_dev")Coldstone-dev mailing list(/url) | (url="http://"http://ucplugs.evula.net/pog.html")PoG Upcoming Plug-Ins Directory(/url)

    • Yes, if you use boundaries in the locations, then you would not use a teleport event at all. If you do not use the boundaries, then place a teleport event AND include a map position, as Stark says. But don't do both.

      ------------------
      -- Debra
      Danillitphil Productions

    • Hey glenn, my movement tiles are 32,32 my ground tiles are 96,96 and my #of tiles are 25,25.
      I found that the only thing thats moving is the ground tile.

      ------------------

    • Quote

      Originally posted by chuggin:
      **Hey glenn, my movement tiles are 32,32 my ground tiles are 96,96 and my #of tiles are 25,25.
      I found that the only thing thats moving is the ground tile. **

      Are you sure it is the ground tiles moving and not the objects themselves?

      There is a bug that affects some people where objects don't stay put. Make the objects into layers if they don't need to be pickupable. If the player needs to be able to take them then use a local event to launch an item wizard to place the objects when the player enters the map.

      ------------------
      (url="http://"http://stark.evula.net/pogwalkthrough.htm")PoG Walkthrough and Compendium(/url) | (url="http://"http://stark.evula.net/plugins/dev_tools.htm")PoG Dev Tools(/url) | (url="http://"http://stark.evula.net/plugins/spells_expander.htm")Spells Expander(/url)
      (url="http://"http://stark.evula.net")Stark.evula.net(/url) | (url="http://"http://www.evula.net")EVula.net(/url) | (url="http://"http://mail.ambrosiasw.com/mailman/listinfo/coldstone_dev")Coldstone-dev mailing list(/url) | (url="http://"http://ucplugs.evula.net/pog.html")PoG Upcoming Plug-Ins Directory(/url)

      (This message has been edited by Stark Bledfast (edited 03-12-2003).)

    • Quote

      Originally posted by chuggin:
      Hey glenn, my movement tiles are 32,32 my ground tiles are 96,96 and my #of tiles are 25,25.

      Well, so much for my hunch, then. 🙂

      ------------------
      I don't know what I'm talking about.
      Oh no, here comes another learning experience.
      Oderint dum metuant?

    • haha my tiles weren't the same proportion as the other ones got it to work! 🙂

      ------------------