A0zora (To be recreated)

Mapping related threads and questions go in here!
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MissingWorld
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Post » 06 Feb 2014, 23:51

TripleXero wrote:Basing off of Turtley's post, what does the converter do? My mappacks still work in SE aside from random entities
Shifts the original entity identifications to ones that match with SE more accurately.

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TurretBot
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Post » 07 Feb 2014, 02:09

MissingWorld wrote:
TripleXero wrote:Basing off of Turtley's post, what does the converter do? My mappacks still work in SE aside from random entities
Shifts the original entity identifications to ones that match with SE more accurately.
And assumingly adds multiplication signs everywhere to make them more compact.

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Superjustinbros
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Post » 15 May 2014, 19:51

As a little bonus I'm going to show you an 1.6 project that didn't really go anywhere.
https://www.dropbox.com/s/llrdqiy3083oi ... antasy.gif
This was intended to be a sort of artistic mappack based around exploration and admiring the looks of the levels rather than just straight-up platforming. It was to use my color tileset to it's maximum potential. It played a simple relaxing theme song taken from an old Flash game.

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idiot9.0
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Post » 15 May 2014, 20:18

That picture actually looks pretty great. Seems like it would be an interesting mappack if you went through with it.

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Smear-Gel
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Post » 18 Jun 2014, 00:04

I do love the work you put into the underwater section.

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Superjustinbros
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Post » 21 Jun 2014, 05:36

A bit of a late reply, but thanks you two.

Some of the ideas a few of us pitched to Maurice in times past would help speed up development of the mappack and it's more detailed segments (mostly being able to use multiple tileset image files and better mouse wheel scrolling, along with the bigger brushes and Cut/Copy/Paste/Save commands) if I had decided to continue with it.

The only footage I didn't show is the very first room of the mappack, which is intended to make you believe you were playing a standard SMB-based mappack until you enter the dark pipe, which throws you into the dream world.

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Automatik
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Post » 21 Jun 2014, 11:35

Superjustinbros wrote:being able to use multiple tileset image files it.
I have a question : What keep you from merging your multiple tilesets on one image? The 512x512 limit?

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Superjustinbros
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Post » 21 Jun 2014, 19:04

Automatik wrote:
Superjustinbros wrote:being able to use multiple tileset image files it.
I have a question : What keep you from merging your multiple tilesets on one image? The 512x512 limit?
If you want your in-game tileset palette to look jerky and misplaced as hell...
Image
...then you'd do the 512x12 limit.

Another suggestion I did make a while back was to add a horizontal scrollbar to the tileset palette, like here:
Image
That way tilesets greater than 22 tiles wide could still look good in the tileset palette and not look like a twister struck it.

I'm sure I wrote something in the Ideas/Things to add to Mari0 that goes into full detail on how multiple tile sets would work/be configured.

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