Ambrosia Garden Archive
    • Map Acess Problems


      Hi Guys

      I have made a map. Ok, but I made the whole thing in Photoshop. I then exported it as a number of images. I then put these images in a map. They are on a layer that is below the "player". So I load it up and it all works. So I go back to CS and draw in the acess map. I then load the game again (there is a bridge in the middle of the map). And I move around. Like I said I have a bridge. So I try to cross it and I can't. But I can cross the river a little below the bridge. So it seams like the acess map is not positiond corectly, the rest of the map seams the same way.

      So that way try one. This time I broke the map down into 128 by 128 images (150 of them) and built the map by puting each tile in the ground plain in the corect place. So I load the game up and it freezes while loading the Map. So now I'm kind of lost as to what to do. Any sugestions. Thanks
      Jeff McArthur

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      Jeff McArthur BlueGill Studios
      Producing: Dark War
      www.bluegillstudios.mcubedsw.com

    • Some questions:

      1. You say you put them down on a layer below the player. What do you have on the "ground" layer?

      2. Are the ground tiles set to 128 x 128?

      3. Are movement tiles set to 32 x 32?

      4. Are your map pictures 72 pixels per inch?

      You might have more success if you laid down 96 x 96 ground tiles of any type and then placed your complete map as a stamp on the layer beneath the player.

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      My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
      The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/damsels.sit?path=pog/addons&file;=damselsV1.1.sit")Damsels in Distress(/url) - A plugin for PoG. (url="http://"http://www.evula.org/rduck/RD-DEL.jpg")RD-DEL(/url)

    • Quote

      Originally posted by Rubber Ducky:
      **Some questions:

      1. You say you put them down on a layer below the player. What do you have on the "ground" layer?**

      I didn't have anything. I will try puting a ground layer in today and testing it.

    • This problem has occurred before... and there was a fix... and I've forgotten it. sigh

      Let me think... AHA! (I might have it...) Your map is X by Y movement tiles, and A by B ground tiles (did you say 150 by 150?). Because you designate your map's size by how many movement tiles it has, it is easy to end up with only half a ground tile (if X/A and Y/B don't come out to be the number of movement tiles per ground tile, you have a problem). This may be one of the causes of the tile shift, though honestly, I'm not sure... It's been too long. :frown:

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      Cha0s
      (url="http://"http://www.world-of-cha0s.hostrocket.com")The Homepage of Cha0s(/url)

    • If you are doing all your own graphics including playing character and NPCs, I don't see anything wrong with your formula of 128 x 128 ground tiles and 16 x 16 movement tiles. But if you use any graphics from the art library, the ground tiles should be set to 96 x 96 and movement tiles at 32 x 32. This is the formula which works in Pillars of Garendall and its plugins.

      You may have trouble with the 16 x 16 movement tiles if the characters are as large as the ones in PoG. I think it's best to stick with a ratio we know works.

      The freeze could be that it's looking for something it cannot find (the ground tiles, perhaps?) or that you have a conflict somewhere else. Frustrating, I know. Happy hunting. 🙂 ~RD

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      My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
      The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/damsels.sit?path=pog/addons&file;=damselsV1.1.sit")Damsels in Distress(/url) - A plugin for PoG. (url="http://"http://www.evula.org/rduck/RD-DEL.jpg")RD-DEL(/url)

    • Quote

      Originally posted by CI-Ia0s:
      . . . you designate your map's size by how many movement tiles it has, it is easy to end up with only half a ground tile (if X/A and Y/B don't come out to be the number of movement tiles per ground tile, you have a problem). This may be one of the causes of the tile shift, though honestly, I'm not sure...

      This shouldn't be a problem since PoG maps are most commonly 200 x 200 and sometimes 100 x 100 or 50 x 50. These numbers are not divisible by 3 (96/32) and the ground tiles extend beyond the map boundries.

      ------------------
      My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
      The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/damsels.sit?path=pog/addons&file;=damselsV1.1.sit")Damsels in Distress(/url) - A plugin for PoG. (url="http://"http://www.evula.org/rduck/RD-DEL.jpg")RD-DEL(/url)

    • Mmmm... Good point. I did some searches and I couldn't come up with anything. I did find several posts where it was passed off as an unfixable bug, but I'm almost sure we found some sort of solution... Maybe eLL' knows....

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      Cha0s
      (url="http://"http://www.world-of-cha0s.hostrocket.com")The Homepage of Cha0s(/url)

    • Quote

      Originally posted by CI-Ia0s:
      **Mmmm... Good point. I did some searches and I couldn't come up with anything. I did find several posts where it was passed off as an unfixable bug, but I'm almost sure we found some sort of solution... Maybe eLL' knows....

      **

      It's a bug under OSX. It doesn't always happen, but it is very irritating when it does - especially when, if you then open up the classic editor from your game data, it possesses the same error. I don't believe there's a fix for it at present - as far as I'm aware it's on Carm's list.

      -Andiyar

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      "Any good that I may do here, let me do now, for I may not pass this way again"

    • Quote

      Originally posted by Tarnćlion Andiyarus:
      It's a bug under OSX. It doesn't always happen, but it is very irritating when it does - especially when, if you then open up the classic editor from your game data, it possesses the same error. I don't believe there's a fix for it at present - as far as I'm aware it's on Carm's list.
      -Andiyar

      Yes I too have had this happen. I fixed it by insuring that everything I had placed on the maps and the grids were divisible by 3, including the map size ( in pixels!) That was the hardest thing I had to work out. Try it, maybe my OS-X just decided to work the correct way. As for the crash, I have seen it when you change the name of your main map. and forget to change the map-location name too. Let me know if that helps.

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      -Albadar-
      - - - - - - - - - -
      Just trying...

    • Thanks for the help guys. I tried all the stuff you mentioned, and nothing seemed to fix it. I'm just going to keep working on my game and hope the Update of Coldstone fixes it. That is if they ever finish the Update. Catch you around. Jeff McArthur

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      Jeff McArthur BlueGill Studios
      Producing: Dark War
      www.bluegillstudios.mcubedsw.com

    • Just in case:

      If you place an image "below" the Player, then the Player will move underneath and out of sight, behind, the image. It will happen once the Player's feet has moved a physical pixel higher than the image that's below the Player. That's why, when you place a tree "below" the Player, when the Player moves toward the tree, he seems as if he's in front of the tree, but once his physical pixel is higher than the bottom of the tree, he can move behind it.

      Also, any ground tile has to be the EXACT same number of pixels as the ground tile dimension of a map.

      With access tiles, especially with a bridge, it's a good idea to have the bridge be at least two movement tiles wide (two movement tiles wide WITH access).

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      -- Debra
      Danillitphil Productions
      (url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)