How could I resist to such a quote ?
Adeline Venture (hehe) in Shadow Of The Temple The puzzle platformer I really, really want to make some day.
I want to try your editors so much! But in order to finish, I will have to do it in an engine I already know well. Probably construct3 -- CastPixel
It made me want to pack a set of my dsgametools with contents of Castpixel's mockup pre-digested into a .spr file so that she could directly toy with the level editor ... perhaps also convert the tutogit scripts so that she'd get something playable!
So first thing to know is that SEDS works with 16x16 blocks. There is a perl script that can convert the mock-up into tiles but if used directly, it will be a complete mess as game assets.
- ensure things are aligned on the 16x16 grid as much as possible. That means the ladder half-way over pillar must be shifted. A few other things needs similar shifting on the mockup.
- SEDS shows you 64-pixels slices at once. The scripts *can* handle wider pictures, but at the moment, they'll scan e.g. first row of 256x16 pixels and output 4 64x16 rows in the first page, then another 4x64x16 chunk etc. The result is barely usable, again, because many objects bigger than 16x16 will be de-aligned and will need to be re-aligned in the DS editor.
- So instead, you may want to turn the mockup into a 64x* image where things are where you want. Todo: imlib2spr.pl should be able to scan the image in 64px-wide columns itself, so that this step becomes useless and the mockup remains readable.
- The script may remove the background color, but when it does so, it also deletes fully background blocks from the output file. This is nice to avoid redundant data, but again, it screws up alignment on such a mockup. You can scribble something on those blocks or you may turn off the background color by giving another one with
--bgcolor=ff00ff
. Todo: have the imlib2spr.pl tool inject empty slots on the sprite page when it encounters such full-background blocks, to preserve alignment - B u t if I use --bgcolor=some-color, the tool will inject a fully-transparent block as block 0. This is required for proper operation of the game engine and the level editor, but this is useless on the sprite pages. And worse, having block 0 editable led to corrupted files in the past. todo: patch the tool so that the empty block is never used by the generated pages (and never allocated by the editor :P)
With all that taken into account, with a 64x* png file with the content of the mockup aligned on a 16x16 grid as often as possible, conversion is performed with
SpriteEditor/bin/imlib2spr.pl cast-a-venture2.png venture.spr --nomap --nopack --blocksize=16
And the reverse operation to see how things went is
SpriteEditor/bin/spr2png.pl venture.spr /tmp/venture.png && display /tmp/venture.png
Once that looks fine, copy the venture.spr file on your SD card in the /moving/ directory, make sure you have SpriteEditor for DS at the root of your SD card and launch it.
- once launched, press START to enter the FILE screen
- click the |/_/ browse button to show the contents of /moving/
- if venture.spr doesn't show up, hold L trigger and touch the "UV" button on the alphapad to filter the list of files. (holding L lets you enter the second letter of each "button").
- touch the "venture.spr" name to load the file, then press START again to return to the edition grid.
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