C'est ce que je m'appretais à dire. Il faut prevoir des strategies de compression ou bien gerer sa mémoire, parce que ca peut rapidement prendre pas mal de place..
Il faut en effet faire le juste milieux entre les dimensions de la map et le nombre de tuiles...
Et parfois c'est un réel casse tête de virer des tuiles, lol.
Ne pas trop être ambitieux, faire les niveaux en plusieurs parties (quite à se prendre un temps de chargement) peuvent aider.
Je suis persuadé qu'en multipliant les "sub levels", bin on peut arriver a des jeux qui chargent plus, mais sont aussi alors plus rapides et jouables. Genre les bons vieux Speccy ports qui chargeaient tout en 1 seuls fois en 64Ko...haha... Bin si tu découpe les levels en 3 parties, avec notament un chargement rien que pour le boss de fin, bonjour la ressource gagnée, non ?
Difficile sans doute à l'époque, mais maintenant qu'on peut faire du Game Design CPC assisté par des PC duocores en 2x2GHz avec moult ressources et des utilitaires graphiques puissants et à la souris, maintenant que tout le monde possède un 6128 avec lecteur 3"1/2...voire un 6128+ en 3"1/2...bin voilà quoi.
Hey, ce super Cauldron roxxx, c'est la version PLUS ?
Esque y'a moyen d'avoir des pixels de 2x1 (mode0 quoi) sur Tilestudio ? où faut il faire ça à la main ?
Sinon oui c'est un utilitaire utile, pas évident au début mais on trouve vite ses marques et ces astuce par rapport à l'interface...
J'y ai passé quelques nuit blanche pour Sieur Hermol...et faudrait que je répupère mes données sur mon vieux discdure (j'ai changé de PC réçament...)
Dernière édition par MacDeath26 le 30 Juil 2009, 14:12, édité 4 fois.
Inscription : 20 Août 2007, 18:21 Message(s) : 4996
AsT a écrit :
J'ai -enfin- fini la première map. Hein ? Comment ? Une preview ? non... pas encore... mais, ça vous plaira, j'en suis certain maintenant
peu tu nous donner les caractéristiques du mario ? Scroll multidirectionnel ? Affichage de plus de 16 sprites hard par écran ? msuic Dma ? Son digit ? Ecran en overscan ? De la rupture plus ?
Inscription : 20 Août 2007, 18:21 Message(s) : 4996
c'est peut-etre possible par le system de script ... (Code Generation Setting : Shift + F10)
il existe une chiée de variables et commandes ...
Code :
#file FileName - Command to start writing to an output file (text) #binfile FileName DefaultBitSize - Command to start writing a binary file ProjectName - Name of your Tile Studio project file (without .tsp) Author - Project information: author Notes - Project information: notes Copyright - Project information: copyright notice OutputDir - Current ouput directory CurrentDate - Current date CurrentTime - Current time TSVersion - Version of Tile Studio #readtextfile FileName [begin] [separator] [long-line] [end] - Command to go through the lines of a text file TextFileLine - The current line from the file as a string TextFileLineValue - The current line as an integer number if valid LineNumber - Line number in the file (0, 1, 2, ...) #readbinfile FileName [begin] [separator] [long-line] [end] - Command to go through the bytes of a binary file BinFileChar - The current byte as a character BinFileByte - The current byte as an ASCII number BinFilePos - The position in the file (0, 1, 2, ...) #list ListName [begin] [separator] [end] - Command to go through the list ListName #list ListName [begin] [separator] [end] - You can use lists recursively Item - The current item of the list as a string (if recursive: ListNameItem0, 1, 2, ...) ItemValue - The current item as an integer number if valid (if recursive: ListNameItemValue0, 1, 2, ...) Index - The position in the list (0, 1, 2, ...) (if recursive: ListNameItemIndex0, 1, 2, ...) PaletteCount - Total number of palettes #palette [separator] - Command to go through all the palettes PaletteIdentifier - The identifier of the current palette PaletteNumber - The number of the current palette (0, 1, 2, ...) PaletteSize - The total number of entries in the palette PalettePreset - Number of colors defined in the palette #palettedata [begin] [separator] [end] - Command to go through all the palette entries Index - Current index number RGB - RGB color value of palette entry R - Color value for red (0..255) G - Color value for green B - Color value for blue TileSetCount - Total number of tile sets #tileset [separator] - Command to go through all the tile sets #tilebitmap FileName [MaxWidth] - Creates .BMP or .PNG image with all tile combinations in your maps #tstilebitmap FileName [MaxWidth] - Creates .BMP or .PNG image with the exact tiles in your tile set TileSetIdentifier - The identifier of the current tile set TileSetNumber - The number of the current tile set (0, 1, 2, ...) TileWidth - Tile width in pixels TileHeight - Tile height in pixels HorizontalTileCount - Number of tiles horizontally VerticalTileCount - Number of tiles vertically TileSetBitmapWidth - Total bitmap width TileSetBitmapHeight - Total bitmap height TransparentPosX - X-position of a transparent pixel TransparentPosY - Y-position of a transparent pixel TransparentColorR - Transparent color value for red (0..255) TransparentColorG - Transparent color value for green TransparentColorB - Transparent color value for blue Overlap - Height of vertical overlapping area BackgroundColorR - Background color value for red (0..255) BackgroundColorG - Background color value for green BackgroundColorB - Background color value for blue PaletteIdentifier - The identifier of the current palette PaletteNumber - The number of the current palette (0, 1, 2, ...) PaletteSize - The total number of entries in the palette PalettePreset - Number of colors defined in the palette #palettedata [begin] [separator] [end] - Command to go through all the palette entries Index - Current index number RGB - RGB color value of palette entry R - Color value for red (0..255) G - Color value for green B - Color value for blue TSTileCount - Total number of actual tiles in your tile set #tstile [separator] - Command to go through all the tiles in your tile set TileNumber - Number of the current tile (0, 1, 2, ...) #tilemap [begin] [separator] [long-line] [next-row] [end] - Map of tinytiles that form the current tile TinyTileNumber - Tinytile index number X - Horizontal tinytile counter Y - Vertical tinytile counter #tiledata [begin] [separator] [long-line] [next-row] [end] [transparent] - Command to go through the pixels of the current tile X - Current X-position within the tile Y - Current Y-position within the tile Pixel - Index number of closest color in palette RGB - RGB color value of current pixel R - Color value for red (0..255) G - Color value for green B - Color value for blue A - Alpha value (0..255) TileCount - Total number of tile combinations in your map(s) #tile [separator] - Command to go through all the separate tile combinations TileNumber - Number of the current tile (0, 1, 2, ...) #tilemap [begin] [separator] [long-line] [next-row] [end] - Map of tinytiles that form the current tile TinyTileNumber - Tinytile index number X - Horizontal tinytile counter Y - Vertical tinytile counter #tiledata [begin] [separator] [long-line] [next-row] [end] [transparent] - Command to go through the pixels of the current tile X - Current X-position within the tile Y - Current Y-position within the tile Pixel - Index number of closest color in palette RGB - RGB color value of current pixel R - Color value for red (0..255) G - Color value for green B - Color value for blue A - Alpha value (0..255) #textiledata [begin] [separator] [long-line] [next-row] [end] [transparent] - Generate texture tiles (with extra edge pixels) X - Current X-position within the tile Y - Current Y-position within the tile Pixel - Index number of closest color in palette RGB - RGB color value of current pixel R - Color value for red (0..255) G - Color value for green B - Color value for blue A - Alpha value (0..255) OtherTopLeftCorners - If 1, the top left corner can be different OtherTopEdges - If 1, the top edge of this tile can be different OtherTopRightCorners - If 1, the top right corner can be different OtherLeftEdges - If 1, the left edge of this tile can be different OtherRightEdges - If 1, the right edge of this tile can be different OtherBottomLeftCorners - If 1, the bottom left corner can be different OtherBottomEdges - If 1, the bottom edge of this tile can be different OtherBottomRightCorners - If 1, the bottom right corner can be different #tilebitmap FileName - Creates .BMP or .PNG image of the current tile #tstilebitmap FileName - Creates .BMP or .PNG image of the current tile UniequeTexTileCount - Number of unique tile combinations with edges and corners #uniquetextile [separator] - Generates all unique tile combinations with edges and corners TileNumber - Number of the current tile (0, 1, 2, ...) #tiledata - Command to go through the pixels of the current tile #tile0 - Special command to get the properties of the empty tile OtherTopLeftCorners - If 1, the top left corner can be different OtherTopEdges - If 1, the top edge of this tile can be different OtherTopRightCorners - If 1, the top right corner can be different OtherLeftEdges - If 1, the left edge of this tile can be different OtherRightEdges - If 1, the right edge of this tile can be different OtherBottomLeftCorners - If 1, the bottom left corner can be different OtherBottomEdges - If 1, the bottom edge of this tile can be different OtherBottomRightCorners - If 1, the bottom right corner can be different HEdgeCount - Number of horizontal edges (textiles) #hedge [separator] - Combinations of tiles that have different horizontal edges HEdgeNumber - Number (0, 1, 2, ...) TopTile - Upper tile BottomTile - Lower tile #hedgedata [begin] [separator] [long-line] [next-row] [end] [transparent] - The horizontal edges (two pixels high) See #tiledata VEdgeCount - Number of vertical edges (textiles) #vedge [separator] - Combinations of tiles that have different vertical edges VEdgeNumber - Number (0, 1, 2, ...) LeftTile - Left tile RightTile - Right tile #vedgedata [begin] [separator] [long-line] [next-row] [end] [transparent] - The vertical edges (two pixels wide) See #tiledata CornerCount - Number of corners (textiles) #corner [separator] - List of tile combinations that require corners to be redrawn CornerNumber - Number (0, 1, 2, ...) TopLeftTile - Top left tile TopRightTile - Top right tile BottomLeftTile - Bottom left tile BottomRightTile - Bottom right tile #cornerdata [begin] [separator] [end] [transparent] - The corner tiles (all 2 x 2 pixels) See #tiledata SequenceCount - Number of sequences defined #sequence [separator] - Command to go through all the sequences SpriteName - Name of sprite (if sprite has its own map) SpriteNumber - Number of the sprite (0, 1, 2, ...) SpriteLength - Number of frames SequenceNumber - Number of the sequence (1, 2, 3, ...) SequenceLength - Number of frames #sequencedata [begin] [separator] [end] - Command to go through all the frames (tile by tile) Frame - Index (0, 1, 2, ...) FrameCount - Duration of the tile in the sequence TileNumber - Number of the tile in the bitmap TileNumberLoByte - Tile combination number mod 256 TileNumberHiByte - Tile combination number div 256 Bounds - Bounds (see table below) TSBackTile - Number of the tile in your tile set (back layer) TSMidTile - Number of the tile in your tile set (middle layer) TSFrontTile - Number of the tile in your tile set (front layer) TSBackHF - Horizontal flip (back layer): 0 or 1 TSMidHF - Horizontal flip (middle layer) TSFrontHF - Horizontal flip (front layer) TSBackVF - Vertical flip (back layer): 0 or 1 TSMidVF - Vertical flip (middle layer) TSFrontVF - Vertical flip (front layer) TSBackR - Rotate 90 degrees right (back layer): 0 or 1 TSMidR - Rotate 90 degrees right (middle layer) TSFrontR - Rotate 90 degrees right (front layer) OffsetX - X-Offset of the tile OffsetY - Y-Offset of the tile #sequenceframe [begin] [separator] [end] - Same as #sequence, but repeats for every frame of the sequence separately MapCount - Number of maps that belong to the current bitmap #map [separator] - Command to go through all the maps MapIdentifier - Identifier of the map MapNumber - Number of the map (0, 1, 2, ...) MapWidth - Number of tiles horizontally MapHeight - Number of tiles vertically ScrollX - Map scroll function X value ScrollY - Map scroll function Y value #mapdata [begin] [separator] [long-line] [next-row] [end] - Command to go through all the map cells X - Current X-position within the map Y - Current Y-position within the map TileNumber - Number of the tile combination TileNumberLoByte - Tile combination number mod 256 TileNumberHiByte - Tile combination number div 256 Bounds - Bounds (see table below) MapCode - Map code value (0..255) BoundMapValue - bit 0..7: Bounds, bit 8..15: Map code TSBackTile - Number of the tile in your tile set (back layer) TSMidTile - Number of the tile in your tile set (middle layer) TSFrontTile - Number of the tile in your tile set (front layer) TSBackHF - Horizontal flip (back layer): 0 or 1 TSMidHF - Horizontal flip (middle layer) TSFrontHF - Horizontal flip (front layer) TSBackVF - Vertical flip (back layer): 0 or 1 TSMidVF - Vertical flip (middle layer) TSFrontVF - Vertical flip (front layer) TSBackR - Rotate 90 degrees right (back layer): 0 or 1 TSMidR - Rotate 90 degrees right (middle layer) TSFrontR - Rotate 90 degrees right (front layer) #tinytiles Width Height - Split all tiles and maps into smaller tiles
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