lxy doesn't tp to different levels? I thought that was its main purpose and if you wanted an in-level teleport you set its value to -1. lvl would be the non xy version. Unless manual page on this is outdated...LordMortiferus wrote:You would do that with trd-features. just make sure to add some text, otherwise damage is dealt to the player by the trap-door. Afaik you cannot disable the portal-sprite using tel-features and lxy-features do not teleport to different maplevels, though with those you can disable the portal-sprite.
Is a sea based map possible?
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Re: Is a sea based map possible?
- LordMortiferus
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Re: Is a sea based map possible?
Sorry I got that mixed up a bit - it has been awhile.
lxy-fea can be used for level change, however you have to press "space" to make it work, eg. ladders and towns on the over map.
With tel-fea you can disable to portal-sprite but you cannot change the level.
prt-fea can be used to change the level but the portal-sprite cannot be disabled.
I'll double check on the dev server later
Edit: prt-fea item value has to be set to -1, otherwise it will not work, and you can not make it invisible. Hence trd-fea with text is your best choice for automatic teleportation between levels.
lxy-fea can be used for level change, however you have to press "space" to make it work, eg. ladders and towns on the over map.
With tel-fea you can disable to portal-sprite but you cannot change the level.
prt-fea can be used to change the level but the portal-sprite cannot be disabled.
I'll double check on the dev server later
Edit: prt-fea item value has to be set to -1, otherwise it will not work, and you can not make it invisible. Hence trd-fea with text is your best choice for automatic teleportation between levels.
Re: Is a sea based map possible?
it's a mess but here is how it works
btw the manual is actually correct but here is the shot version
http://euotopia.com/manual/index.php/Fe ... d_Triggers
0) lvl : SPACE. map changer. engine decides dest x,y
i) lxy : SPACE. map change with v>=0 or same map with v=-1. map decides dest x,y
ii) tel: INSTANT. always map change. item=-1 to make the portal itself invisible
iii) prt : INSTANT. always loads new map and shows an actual portal (that can't be turned off). req item = -1 so it is permanent (item=0 is a town portal!)
iv) trd: INSTANT. invisible. loads new map. leave text="" for some tiny random damage, or put a message to make it work like an invisible portal
unfortunately I've never specified a policy for when to use what triggers. Hence it's inconsistent across different maps/map makers.
btw the manual is actually correct but here is the shot version
http://euotopia.com/manual/index.php/Fe ... d_Triggers
0) lvl : SPACE. map changer. engine decides dest x,y
i) lxy : SPACE. map change with v>=0 or same map with v=-1. map decides dest x,y
ii) tel: INSTANT. always map change. item=-1 to make the portal itself invisible
iii) prt : INSTANT. always loads new map and shows an actual portal (that can't be turned off). req item = -1 so it is permanent (item=0 is a town portal!)
iv) trd: INSTANT. invisible. loads new map. leave text="" for some tiny random damage, or put a message to make it work like an invisible portal
unfortunately I've never specified a policy for when to use what triggers. Hence it's inconsistent across different maps/map makers.
- EmoMage
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Re: Is a sea based map possible?
eggmceye wrote:it's a mess but here is how it works
btw the manual is actually correct but here is the shot version
http://euotopia.com/manual/index.php/Fe ... d_Triggers
0) lvl : SPACE. map changer. engine decides dest x,y
i) lxy : SPACE. map change with v>=0 or same map with v=-1. map decides dest x,y
ii) tel: INSTANT. always map change. item=-1 to make the portal itself invisible
iii) prt : INSTANT. always loads new map and shows an actual portal (that can't be turned off). req item = -1 so it is permanent (item=0 is a town portal!)
iv) trd: INSTANT. invisible. loads new map. leave text="" for some tiny random damage, or put a message to make it work like an invisible portal
unfortunately I've never specified a policy for when to use what triggers. Hence it's inconsistent across different maps/map makers.
all of this shit sounds neat to me, i just wish i knew wtf you meant. maybe i need to do some reading in the manual and maybe actually take a crack at making a map.
eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass
- LaughingCoyote
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Re: Is a sea based map possible?
2nd attempt at cannon, top down view this time
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Hecate wrote: I feel even more evil than ever, milking cows before killing them.
eggmceye wrote:pretty cool having vigour put in the manual after 14 years
- LaughingCoyote
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Re: Is a sea based map possible?
Need to shorten the carriage and place the wheels slightly closer together, and add a black outline.
Hecate wrote: I feel even more evil than ever, milking cows before killing them.
eggmceye wrote:pretty cool having vigour put in the manual after 14 years
Re: Is a sea based map possible?
Thats not bad.
The angle seems off, but shading and shape look good!
The angle seems off, but shading and shape look good!
- EmoMage
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Re: Is a sea based map possible?
not great, but it's a stab at it. the coloring to it went all crazy with the program i used for help with shading.. but i tried to touch it back up some.
edit: round 2
edit: round 2
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eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass
- EmoMage
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Re: Is a sea based map possible?
lc, here you go.
whirlpool
animated
whirlpool
animated
eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass
- LaughingCoyote
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Re: Is a sea based map possible?
Nice! Both the whirlpool and the cannon.
Hecate wrote: I feel even more evil than ever, milking cows before killing them.
eggmceye wrote:pretty cool having vigour put in the manual after 14 years
- EmoMage
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Re: Is a sea based map possible?
as requested, LC.
screenie
screenie
eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass
- EmoMage
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Re: Is a sea based map possible?
deep water post for LC
eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass
- LaughingCoyote
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Re: Is a sea based map possible?
Cant get this to work when i test it out in client. Its the correct pink, exporting it in web format as 24bit png with no transparency. No joy.
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Hecate wrote: I feel even more evil than ever, milking cows before killing them.
eggmceye wrote:pretty cool having vigour put in the manual after 14 years
- LordMortiferus
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Re: Is a sea based map possible?
I had a look at your Whirlpools LC. There are artefacts in the background which are not pure pink, hence it looks awkward in game. I am not sure how this happened with png file format unless you used something like jpg in between which by default uses image compression. What ever program you are using, I would consider using something else. Gimp is free and very powerful if you know how to use it. You could probably get a cheap copy of Paint Shop Pro 9.x on ebay or research if it is abandonware by now. I tend to save imagefiles in the native format of the software I am using, these should be without compression and you might be ablte use different raster and vector layers.
P.S.: What I do not understand is why there is no transparency at all in you screenshot. From what I saw in the btiles-file there should be at least partial transparency.
P.S.: What I do not understand is why there is no transparency at all in you screenshot. From what I saw in the btiles-file there should be at least partial transparency.
- LaughingCoyote
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Re: Is a sea based map possible?
Thanks. Chedich came up with same conclusion. Photoshop seems to be introducing the artifacts somehow when i export it cause it looks fine when im editing it.
Hecate wrote: I feel even more evil than ever, milking cows before killing them.
eggmceye wrote:pretty cool having vigour put in the manual after 14 years
- LordMortiferus
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Re: Is a sea based map possible?
What's weird about this is that only the whirlpool is affected in the btiles, hence I would conclude saving/exporting as png works fine. I am still wondering if you used another fileformat for saving the whirlpool sprite while editing it other something else in your workflow went bonkers.
- EmoMage
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Re: Is a sea based map possible?
paint.net is 100% free and works perfectly.
eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass
- LordMortiferus
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Re: Is a sea based map possible?
Kevin, could you upload the deep water tiles please. That looks intriguing.
- EmoMage
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Re: Is a sea based map possible?
I'm not currently home, but if you look in the 32x32 updated thread, go to page 7 and the 3rd post down is my water tiles. Sweetie posted it, which is me. LAUGHING OUT LOUD LIKE A MORON. I forgot the password to this account during that time. But yeah, page 7, 3rd post down, 32x32 updated thread.LordMortiferus wrote:Kevin, could you upload the deep water tiles please. That looks intriguing.
eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass
- EmoMage
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Re: Is a sea based map possible?
One thing that like about those water tiles is that the deep water tile is the same one, but with some lines taken out. So it flows really really well, but it does make it a trade bit more difficult to see. Which is perfectlying okay with me. LAUGHING OUT LOUD LIKE A MORON
eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass