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Role-Playing Game Starter Kit - Main Discussion Thread

Last post 3/19/2010 3:17 AM by Sean McCafferty. 278 replies.
  • 1/23/2009 9:08 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    k i already solved my problem
  • 1/26/2009 9:07 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Hi everyone,
    I just downloaded and installed the RPG starter Kit and WOW is it cool! I just have one quick question on the starter kit... How can i make maps for. I know that it uses a tile engine and i am currently using a tool called Mappy to make maps... Though how do i import them? T

    Thanks everyone!
  • 1/26/2009 9:15 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Have you read this tutorial?
    Jim Perry - Microsoft XNA MVP
    If people spent a minute searching the forums and reading the FAQs before posting I'd be out of a job.
      Got some XNA Game Studio/XNA Framework development info to share with the community? Put it on the XNA Wiki.
        Please mark posts as Answers or Good Feedback when appropriate.
  • 1/26/2009 10:17 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Yes, i have read that tutorial but still it really doesnt mention anything about making maps... I heard about using Tile Studio and then using some thing called a RPGgame.tsd... Anyone have any information on that?


    EDIT: Nevermind i found it.
  • 1/27/2009 4:19 AM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    I think that we need an official set of tools for this kit. Tile Studio works, but that feels more like a workaround. EvilNando's XNA Map Editor seems like an ideal solution, but that needs more XML hand-editing in exchange for better user interface. Since there's a lot of parameters specific to this engine, it would be nice to have a map editor that let us fill those in and not have to manually edit the XML.

    If the original starter kit developer isn't going to do any more documentation or specialized tools, then I think that some of us should work together on a set of tools. In theory, a unified toolset could make this kit rival ASCII's RPGMaker series.
  • 1/27/2009 12:58 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Sean McCafferty:
    If the original starter kit developer isn't going to do any more documentation or specialized tools, then I think that some of us should work together on a set of tools.

    Go for it.
    Jim Perry - Microsoft XNA MVP
    If people spent a minute searching the forums and reading the FAQs before posting I'd be out of a job.
      Got some XNA Game Studio/XNA Framework development info to share with the community? Put it on the XNA Wiki.
        Please mark posts as Answers or Good Feedback when appropriate.
  • 1/27/2009 4:08 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    hey guys i have a new questen - hope u can help me :)

    when we start the rpg game, the first thing we see is the mainquestline - i deleted this code, so that the quest doesnt pop off when the game starts.


    so... how can i make, when i talk to sheddar the wise the first time, than the quest line / or a single quest starts?

    thx
  • 1/27/2009 10:12 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Hey everyone... I just have another real quick question...

    BTW i am using tile studio.



    I have a new problem whenever i run the game with my new map the tree tiles have big black spots though in the editor it looks perfectly fine.

    Here is a link to a picture of the problem:

    http://img509.imageshack.us/my.php?image=mapproblem12312rn7.jpg

    Thanks!
  • 1/28/2009 12:03 AM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    It's the way that the game is loading the graphics. You have to actually go into the image file and set those black areas to be transparent. Gimp does this quite well, just select the area with the continuous areas tool (magic wand) and hit delete. Save as PNG.
  • 1/28/2009 12:08 AM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Whoops i think i might of found my problem... I had the tile file saved as a .bmp not a .png which was the origional file format.

    EDIT: It wasnt that... I guess ill will give gimp a try... but also i dont think understand the actual tile itself does have black areas, only when it is rendered in the game... Did you look at my screenshot?

    Also could someone post a screenshot of one of their maps in Tile Studio.

    Thanks!
  • 1/28/2009 2:29 AM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Tile Studio is doing its transparency by color key, which isn't saved on the map file. The XNA RPG engine does its transparency with PNG transparency. Layer 3, the object layer, is rendered below the player with transparency taken into account. Layer 4 is the same, but above the player. Layers 1 and 2 are rendered normally, without transparency.

    I've started working on a "toolkit" of sorts. At the moment, it's just a multi-document interface application with a modded version of CastleTileMapEd. The tile selection feature is almost useless if you're using more than a few tiles, so I really want to put in a full preview of the current tileset with mouse selection and marquee selection. I also don't want to restrict this to just maps, so if anybody's written an editor for ANY of the content in the engine, I'd love to add it to the "dev suite."  -Download-
  • 1/28/2009 6:34 AM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Sean McCafferty:
    Tile Studio is doing its transparency by color key, which isn't saved on the map file. The XNA RPG engine does its transparency with PNG transparency. Layer 3, the object layer, is rendered below the player with transparency taken into account. Layer 4 is the same, but above the player. Layers 1 and 2 are rendered normally, without transparency.

    I've started working on a "toolkit" of sorts. At the moment, it's just a multi-document interface application with a modded version of CastleTileMapEd. The tile selection feature is almost useless if you're using more than a few tiles, so I really want to put in a full preview of the current tileset with mouse selection and marquee selection. I also don't want to restrict this to just maps, so if anybody's written an editor for ANY of the content in the engine, I'd love to add it to the "dev suite."  -Download-


    thanks for the fixes you mentioned to me, by the way. i'll keep you posted of my updates so you can keep this toolkit up to date with my updates to CastleTilemapEd.

    EDIT:you might want to take my idea (I sent the reply to your comment on my Youtube link after I posted this, actually, and it didn't come to me until I was nearly done with that) into consideration, that would really help get this going
  • 1/28/2009 4:21 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Really awesome program... Though it is really unconvienant for large tile sets... I had to sit there for 5 mins to get to the end of the tile set... I have a suggestion of making a better tile selection system.
  • 1/28/2009 7:40 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    So anyway back to my main problem... How can i fix my problem of some of the sprites having black background
  • 1/28/2009 7:52 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Did you read Sean McCafferty's post above?
    Jim Perry - Microsoft XNA MVP
    If people spent a minute searching the forums and reading the FAQs before posting I'd be out of a job.
      Got some XNA Game Studio/XNA Framework development info to share with the community? Put it on the XNA Wiki.
        Please mark posts as Answers or Good Feedback when appropriate.
  • 1/28/2009 8:39 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Click my -download- link again and download the new build. TheAnaconda put in a tile selector and I patched it into my toolkit. It won't fix your transparency issues, but it'll be easier to make the maps.

    I'm going to set up a SourceForge project for this, if anybody's interested in contributing. I'll make a new thread in the starter kit forum later.
  • 1/28/2009 9:21 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Do any of you guys have tranparency issues? How can i fix this transparency issue... what do i have to do? Is it a problem with the actual tile set or with the engine, cause i am using the ForestTileset which came with the RPG kit.
  • 1/28/2009 9:27 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Try replacing the file with an original copy and see if it still happens.
    Jim Perry - Microsoft XNA MVP
    If people spent a minute searching the forums and reading the FAQs before posting I'd be out of a job.
      Got some XNA Game Studio/XNA Framework development info to share with the community? Put it on the XNA Wiki.
        Please mark posts as Answers or Good Feedback when appropriate.
  • 1/28/2009 9:31 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    What layer do i set the ground and what layer for the tree's?

    Also i replaced the old file with the new file, and the new file has a lot of tiles with white backgrounds.
  • 1/28/2009 9:43 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    The bottom layer should be everything on the ground, no transparency. The middle layer I believe will have transparency, and it's under the characters. The top layer should also have transparency, and it's rendered on top of the characters.

    PROPER PROCEDURE FOR ADDING TRANSPARENCY TO YOUR TILESET IN GIMP:

    1. Open your tileset.
    2. Use the magic wand or the similar-color tools to select what you want to be transparent.
    3. On the Insert drop-down menu, select Invert.
    4. CUT the selection.
    5. Delete the current layer. It's got a white background.
    6. Make a new layer, and make sure that it's transparent (gray checkerboard pattern)
    7. PASTE into the new layer.
    8. Save as PNG, and add to your project, make sure the filename is referenced in the map, etc.
    9. ???
    10. Profit!
  • 1/28/2009 10:05 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    OMG SEAN THANK YOU SO FREAKIN MUCH!!!!! I FINALLY GOT IT TO WORK AND THERE IS NO WHITE OR BLACK THANK YOU!!!! Also i have another suggestion for your map editor... I think you should make it so when u import a tile set you can set their size like 64x64 or 32x32.


    EDIT: Ummmm well what about collision... how do you make a tile so you cant walk over it, in your editor?
  • 1/28/2009 11:18 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Binsky3333:
    OMG SEAN THANK YOU SO FREAKIN MUCH!!!!! I FINALLY GOT IT TO WORK AND THERE IS NO WHITE OR BLACK THANK YOU!!!! Also i have another suggestion for your map editor... I think you should make it so when u import a tile set you can set their size like 64x64 or 32x32.


    EDIT: Ummmm well what about collision... how do you make a tile so you cant walk over it, in your editor?


    tile size change can be done, in fact will need to be done and the tile size setting for the map file will need to be restored. as of right now I just have it set automatically to 64x64 in the XML file because I don't use it at all in my project, instead loading different resolutions and setting it dynamically based on current screen mode (32x32 for 480p, 64x64 for 720p, and 96x96 for 1080i/p).

    each of the layers is accessible from the four buttons along the top, next to "Save" in CastleTilemapEd original and "Save-Point" in XNA RPG Toolkit. the buttons B (Bottom layer), M (middle layer), H (high layer), and Tr (for Transparency), the Tr layer is the collision layer. when the layer is active it will show an overlay of the collision, with anything impassible having a pink haze over the tile. to set it you just pick any tile other than tile zero and draw it, it will automatically convert any higher value down to 1. the fifth of those buttons (using a default graphic at the moment) is an eraser, sets the tile for that layer to -1, effectively erasing the tile completely
  • 1/28/2009 11:33 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    So THAT's what the 5th button does... I thought that was the blocking tool, with transparency being an extra layer or something.

    I personally get around the tile size by scaling my tiles to 64 for use in the editor, and whatever they are in-game is a separate file. It's the map data that's important. Still, a few buttons to change the interpreting tile size for the editor would be nice.
  • 1/28/2009 11:48 PM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Whenever i set the tile size to 64x64 in the XML file generated by seans program, all the tiles get messed up and the tile sprite changes.
  • 1/29/2009 12:35 AM In reply to

    Re: Role-Playing Game Starter Kit - Main Discussion Thread

    Binsky3333:
    Whenever i set the tile size to 64x64 in the XML file generated by seans program, all the tiles get messed up and the tile sprite changes.

    what image are you using for the tiles?
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