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Author Topic: Hows this for tiling  (Read 21092 times)

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Re: Hows this for tiling
« Reply #40 on: April 23, 2010, 12:00:34 am »
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I do it different, as a test I did what xfixum said, but you need to make a back up gmk 50/50 chance the main gmk will get corrupted, so have the back up set up.  The first time I tried it, the gmk was corrupted but the second time on a new gmk, it went through.


The easiest way Im doing it right now is make the room, save it as an image and load it up externally as a background, or for quick use, load it directly on to the gmk.

you can also check out xfixum's site for info about ORE to gmk use
*he/she typed it somewhere, don't remember where I found it tho  :P*

http://www.pyxosoft.com/forums/index.php?PHPSESSID=e66a963699fa3eea46108f9aeeb73e2d;www

Yeah, I tried exporting my room from ORE and it corrupted my gmk(luckily it was only a random test engine) I also did the "make a room, save it as an image and load it in GM." but thats not the the way I want to do it. I shall try exporting it again though, like you said.
Thanks for your help.
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Re: Hows this for tiling
« Reply #41 on: April 23, 2010, 01:25:27 am »
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The main problem being here is that version of the exporter was the first one I made. I then lost the original source code for Ore in a hard drive crash. So I couldn't update it. (Thus why Ore was discontinued) I decided to write GMLib. Which should be more reliable for future export functions in Ore, which I'm re-writing Ore from the ground up. With some updated features.
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Re: Hows this for tiling
« Reply #42 on: April 23, 2010, 01:33:43 am »
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I usually just export to bin and load those when needed. Saves some trouble :P
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Zhello

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Re: Hows this for tiling
« Reply #43 on: December 07, 2010, 10:52:24 pm »
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I made another map 2 days ago, it is still a work in progress.  This map is basically a remake of Orlo Gale Forest, well part of it is, the rest of it Im making later.

for quests, this can only be seen by members  :'(

(sorry for the otter areas,  I couldn't get the right sprites for them, and I know that needs fixing.) :(

the tile set is from KOS

tiled with ORE and edited in ms paint

what do you guys think? feedback please  :)
« Last Edit: December 08, 2010, 01:50:13 am by Linkwolf48 »
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Re: Hows this for tiling
« Reply #44 on: December 09, 2010, 01:24:13 am »
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you must remember to go for a more organic look and feel into your maps, meaning less straight lines more random curves and forms, the tress tend to follow that randomness, however, you must remember that parts that aren't important to the map should be removed or improved.
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Re: Hows this for tiling
« Reply #45 on: December 09, 2010, 03:21:57 am »
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Great work, but as kren said, you need a more "organic look" to your map.
i also think you need to use more natural "outlines" too.(example below)

So, heres another crude edit of your map.
i tried to show how you can make your map look more natural(less straight lines and angles = more natural imo)
i didnt mess around with the inside of your map, just the outside to quickly show how to give it a more natural look.



keep up the great work, my friend :)
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Re: Hows this for tiling
« Reply #46 on: December 12, 2010, 04:03:56 pm »
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Thanks, Ill see what I can do.  :)
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Dragon Diary - Cybernetic Threat
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Re: Hows this for tiling
« Reply #47 on: December 12, 2010, 04:32:08 pm »
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Thanks, Ill see what I can do.  :)

I look forward to it.
By the way, Ive done a small update to those tile sets of mine with improved versions of the smaller bushes and "squirrel" hole trees.






Ive been very lazy the last few months but I will get back to working on this sprite sheet as soon as I can.
« Last Edit: December 12, 2010, 11:29:05 pm by Skeme KOS »
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Re: Hows this for tiling
« Reply #48 on: December 12, 2010, 11:02:25 pm »
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Linkwolf48, check your PMs.

EDIT: Updated the sprite sheet to work better in Ocarina Room Editor.(ORE would cause Transparency before)
To change it back to how it was before, just fill in the bottom left corner using the correct colour(green or black, depending on the sprite sheet)
« Last Edit: December 12, 2010, 11:37:58 pm by Skeme KOS »
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Re: Hows this for tiling
« Reply #49 on: December 19, 2010, 02:37:50 am »
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Here it is.
I think I improved your original outlines to make them look more natural and I also tried to make your map look more organic by adding more grass and bushes etc etc...I may have over done it though as it does look kind of clustered now.
But I think you should get the idea.

By the way, here is a modified sprite sheet that should suit your needs a little better.
I made it specifically for this edit of your map so that you wont need to edit it in paint or anything.


« Last Edit: December 19, 2010, 11:45:49 pm by Skeme KOS »
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Re: Hows this for tiling
« Reply #50 on: December 19, 2010, 06:17:16 am »
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Skeme KOS: How come is your "adjusted" map mirrored horizontally from the orignal one.
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Re: Hows this for tiling
« Reply #51 on: December 19, 2010, 07:03:05 am »
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Skeme KOS: How come is your "adjusted" map mirrored horizontally from the orignal one.

Linkwolf48 mustve mirrored the map in paint after he made it in ORE.
The .oref file he gave me had the map flipped horizontally as seen in my pic.
I have left it how it was when he gave it me.
I was confused at first too because I immediately noticed the fallen tree log was flipped horizontally in Linkwolf48s pictures in this thread.
So yeah, he just flipped the picture in paint for some reason.
« Last Edit: December 19, 2010, 07:07:49 am by Skeme KOS »
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Re: Hows this for tiling
« Reply #52 on: December 19, 2010, 07:31:11 am »
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Okay. Well the flipped one makes me think of LttP's lost woods.
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Zhello

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Re: Hows this for tiling
« Reply #53 on: December 19, 2010, 03:20:47 pm »
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Here it is.
I think I improved your original outlines to make them look more natural and I also tried to make your map look more organic by adding more grass and bushes etc etc...I may have over done it though as it does look kind of clustered now.
But I think you should get the idea.

Below is an example showing where I got lazy and didnt alter the straight outlines.



By the way, here is a modified sprite sheet that should suit your needs a little better.
I made it specifically for this edit of your map so that you wont need to edit it in paint or anything.





Thx,  I be working on it, along with the other parts using the modified tile-set.

@Neik

I change bits of the map in ms paint lol,  I do this on certain maps, mainly this one because the water fall environment is the Northeastern part of the forest.
« Last Edit: December 19, 2010, 04:21:51 pm by Linkwolf48 »
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: Hows this for tiling
« Reply #54 on: December 19, 2010, 11:49:33 pm »
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Here it is.
I think I improved your original outlines to make them look more natural and I also tried to make your map look more organic by adding more grass and bushes etc etc...I may have over done it though as it does look kind of clustered now.
But I think you should get the idea.

Below is an example showing where I got lazy and didnt alter the straight outlines.



By the way, here is a modified sprite sheet that should suit your needs a little better.
I made it specifically for this edit of your map so that you wont need to edit it in paint or anything.





Thx,  I be working on it, along with the other parts using the modified tile-set.

No problem, my friend.
I just hope it helps you in some way.

By the way, I updated that post(reply#49) to fix the parts where I got lazy.
I also improved it slightly.
If you want the newer .oref file, just send me a PM.
« Last Edit: December 19, 2010, 11:54:10 pm by Skeme KOS »
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Zhello

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Re: Hows this for tiling
« Reply #55 on: December 20, 2010, 06:01:31 pm »
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Thx KOS  XD, I am also working on the water fall part of the forest in paint, its not done yet, but when it is completed,  I post the final version of it.


(rough draft of the water fall)
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The IT Guy
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Linux is a wonderful thing
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


Side Projects:

Dragon Diary - Cybernetic Threat
Story: http://wiki.zfgc.com/Cybernetic_Threat

Quote
Aero88
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Re: Hows this for tiling
« Reply #56 on: December 20, 2010, 07:35:11 pm »
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I see a lot of improvement but I still see a lot of "problems" too.
I know its not finished yet though. ;)

Some questions;

1] Is the wall going to be covered with some waterfall tiles?
2] Are you going to differentiate between the deep water parts and shallow water parts because right now they appear to be mixed together. :huh:
3] Is the wall going to be climbable?
4] Do you mind if I edit?
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Zhello

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Re: Hows this for tiling
« Reply #57 on: December 31, 2010, 04:12:54 am »
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I see a lot of improvement but I still see a lot of "problems" too.
I know its not finished yet though. ;)

Some questions;

1] Is the wall going to be covered with some waterfall tiles?
2] Are you going to differentiate between the deep water parts and shallow water parts because right now they appear to be mixed together. :huh:
3] Is the wall going to be climbable?
4] Do you mind if I edit?

Link is able to climb on some parts, and the water area is like that because I have parent objects that determines link's depth and what not, depending on how deep the water is.

lol the final draft for this will be up here soon.
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The IT Guy
Intermediate Coder
Linux is a wonderful thing
~Linkwolf48/Gumstone1080~

The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


Side Projects:

Dragon Diary - Cybernetic Threat
Story: http://wiki.zfgc.com/Cybernetic_Threat

Quote
Aero88
ZFGC is like the Hotel California.  You can come in but you can never leave!

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Re: Hows this for tiling
« Reply #58 on: December 31, 2010, 06:28:55 am »
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Ok.
Well, heres what I had last week.
I havent finished working on it as I was awaiting your reply and decided to stop until I see your final draft.
I need to make some more custom tiles to use for this setting.

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Re: Hows this for tiling
« Reply #59 on: January 03, 2011, 04:23:15 am »
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I actually like that map, I would give it a try adding a tree on the cliffs ;3!  that way it wont look like a straight line the waterfall! also the way the cliffs and the grass collide looks weird, apart from that great job!
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