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[Request]Collision maps needed

Started by Ryex, November 11, 2007, 04:43:08 PM

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Ryex

For all of you who don't know a collision map is a black and white bitmap that defines passably pixel by pixel. This is made possible by a pixel movement script that comes from RPG Palace.

What I need is help creating a collision map for two of inquisitors tile sets
(Situated below in a zip file).


Please keep in mind if you take on this project that this is for a pxil movment script so you CAN MOVE BEHIND THINGS THAT ARE SMALLER THAN 32*32 PIXELS an YOU CAN MOVE RIGHT NEXT TO THINGS THAT ARE SMALLER THAT 32*32 PIXELS
Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.

Ryex

here is an example creadted from the grassland tileset
Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.

Forty

Or you can define passability like a normal person

Ryex

That I could but it would not alow you to move right next to a wall or go between the roots of a tree. and normal passabilty also dose nose not allow you to move close to small objects or move behind them.

Beleave me it is well worth the effort to creat collision maps if you can use them, it greatly added to the game exsperence.
Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.

Ryex

Yes but not quite.  Here, I'll make a better example. this time with red circles!



Here is the example compared to the original tileset

1.   you notice how the grass tiles have be covered over with white? This is because it is a passable tile the map works just like the database passibility but instead of 32*32 pxiel tiles is defines it by Pxiel.  This means that the background has to be white too.

2.   notice that the tops of the trees have been covered in white too? Just like in the database you make these tiles passable because you can walk behind a tree. Only the bottem of the tree is impassible.

3.   Here notice I've circled several smaller areas. Look closely here because you will notice the very tops of these small objects have been colored white.  UNLIKE IN THE DATABASE a collision map can make it possible to move behind things smaller than 32*32 pxiels.

4.   Now I've circled the top of the tent because you can walk behind it just like a tree.



So you almost have it if you could do the rest that would be great. All I have is ms paint so I have to change the color pxiel by pxiel. You have already saved me three weeks of work. Thanks fore takeing on the project you will definitely get credited in my game.
Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.

Savarast

I'm not flaming or anything, so don't get me wrong, but is this have to be done to all 50 tilesets plus whichever tilesets you choose to implement... don't you think that it might be a little much so you can get a few pixels closer to an object? I mean, if it's worth that much to you, then I have nothing to say, I'm just not sure how much it would exactly ad to the game play experience both as a game developer and a game player. That being said, good luck!
The Pessimist By The Lake In The Forest

Check Out Savarast's Resource Page, I do Requests

Ryex

#6
Um.... no I am going to ask this done for three tilesets and only three, the two above (which are huge as you can see the one in Kipe's Spoliers is ony ONE of the tiles sets.) and a third one once these get done (I didn't think it fair to ask someone to do three at once. a bit too big of a work load if you know what I mean. It also did not make since to have each one done individually.). The only reason I am asking others to help me with these tilesets is because these are the main three I'm using, and the only way I can do this my self is to use MS paint, which is somewhat easy for the small tiles sets in the database but absurd to use for huge tile sets like these. As I said above he has already saved me three weeks of strait work.

All the tile sets I use from the database I will make my own collision maps for.

And in my opinion it isn't a lot of work for a small goal. I mean look at all the great GBA games. All those that were good had pixel movement where you could move right next to the wall or behind a small pot. Golden Sun I a good example of this. Lol it probably looks like I'm ranting so I'll leave it at this a really good game can be ruined by the small things like block movement especially in this day and age.
Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.

Savarast

True enough. Besides, if it is only for three tilesets, then no problem really.
The Pessimist By The Lake In The Forest

Check Out Savarast's Resource Page, I do Requests

Ryex

ok i've waited a week sence the last post. if you dont want to help could you at leat recoler all the graphics in it black and make the back ground white. if that is done I could prbably finish it on my own, the recolor was what took the most work.

P.S. by black I mean RGB 0, 0, 0,
and white i mean RGB 255, 255 255,
Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.

DrHojo

Quote from: ryex on November 11, 2007, 04:43:08 PM
For all of you who don't know a collision map is a black and white bitmap that defines passably pixel by pixel. This is made possible by a pixel movement script that comes from RPG Palace.

What I need is help creating a collision map for two of inquisitors tile sets
(Situated below in a zip file).


Please keep in mind if you take on this project that this is for a pxil movment script so you CAN MOVE BEHIND THINGS THAT ARE SMALLER THAN 32*32 PIXELS an YOU CAN MOVE RIGHT NEXT TO THINGS THAT ARE SMALLER THAT 32*32 PIXELS


what map's do you want i will do it for you :)