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Ludum Dare 30 — August 22nd-25th 2014 — Theme: ??? (Suggest a Theme)
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    Posts Tagged ‘tiles’

    I’m in/My game so far…

    Posted by (twitter: @SixtenKastalje)
    Saturday, April 26th, 2014 7:21 pm

    So i haven’t made an “I’m in” post yet, so yeah… I’M IN!

    I have have now worked for a bit over 12 hours on my game. right now it’s just some kind of place blocks/destroy blocks game, but I’ll make it so that you can mine things, and add resources as well.

    Tools I use:

    - Main program: Game Maker: Studio

    - Graphics: Photoshop

    - Sounds: sfxr/bfxr

    - Nice tile program: GoTile

    and perhaps some other stuff too…

     

    So here’s a few screenshots:

    LD29 SK16Games screenshot

    Just used some online gif converter with watermark :P whatever!

    Just used some online gif converter with watermark :P whatever!

    GoTile, a tilesetting tool

    Posted by
    Wednesday, February 12th, 2014 5:29 pm

    Have you seen AutoTileGen? It’s a useful-looking tool that will let its users generate tilesets from just a few images. It’s not coming out until April. Note that that is in time for LD29. It’s got an IndieGoGo campaign going, you can contribute to that here and, as perks, get a license when it comes out for $25-50 or early access for $120.

    If you can’t wait or you can’t afford it for $25, though, I’ve written an alternative tool in Java, called GoTile. It’s free and it’s got a GPL version 3 license – its source code is here. I made the great majority of it in just 2 days. I think it works pretty well, but expect AutoTileGen to have less bugs, more features, and a better interface. You should be able to figure most of it out by messing with it, but custom levels should be CSVs and masks should be solid white in the shape of a tile. Here’s a screenshot, the GUI shows most of the features.

    You can't see the image! Ha, ha!

    GoTile at its most show-offy.

    EDIT: There have been a few updates to the program since I made this post, so I updated the screenshot. Make sure to get the new version, too – I added some good stuff.

    JavaScript Tile Map Editor

    Posted by
    Friday, May 4th, 2012 8:05 am

    One of the things that took me a lot of time during LD23 was level design. This is partly because I didn’t have a tile map editor that I was familiar with and it seemed like working with the CSV data was good enough.

    I decided I wanted to have a more visual editor for future LDs (yes, I’m definitely doing this again!) so I made one. Of course, it’s in JavaScript since that’s what my game was made with and I’m trying to improve my JavaScript programming.

    Please, give it a try and let me know what you think in the comments below. I’m currently hosting it via Dropbox, but I may provide a more permanent home if needed. Also, if there is interest, I’d be glad to put up a bitbucket repo with complete source.

    It has been tested thoroughly in Chrome, and minimally in Firefox and IE9. I recommend using Chrome for now.

    Here’s a simple screenshot to give you a feel for it:

     

    i cna do tiles gyus

    Posted by
    Friday, April 20th, 2012 7:49 pm

    may or may not be an accurate replica of earth
    Not sure where I’m going with this. Pretty much leaning on roguelike, but it may become something else?

    (Mostly) Complete Level Editor

    Posted by (twitter: @Furyhunter)
    Saturday, December 17th, 2011 3:03 pm

    Well hello there!

    I have almost finished my level editor. It currently saves the world data to the models folder using jME’s BinaryExporter (wow, that saves a hell of a lot of time), and you use the mouse to place tiles, and the scroll wheel to cycle between tiles and objects. Right clicking removes the top-most tile (basically, the first one the picking ray hits).

    I’m going to try using the lighting system to add some moody effects next, after I create some more graphics. It turns out, making nice tile graphics really isn’t that hard after all.

    Tiles Stuff

    Posted by
    Saturday, December 17th, 2011 2:57 pm

    null

    There’s a controllable character, but it’s not shown here.

    FINALLY!!

    Posted by
    Sunday, August 21st, 2011 4:47 am

    Since yesterday I couldn’t submit the pictures and the progress of my game, but meanwhile I did a lot of progress in my game and even drew a cool caption for ludum dare:

    Meanwhile the game has temporary graphics and levels:



    By now you can move and push stuff around, and now I’m starting to work on story and graphics maybe sound later.
    p.s THE SITE IS SUPER SLOW!!!!!!

    Tiles

    Posted by
    Saturday, April 18th, 2009 6:11 pm

    Implemented tiles. Okay, it’s still at the stage where everything is boring. I think after this one, I won’t post until I have something a little more visually stimulating.

    Food is amazing

    Posted by
    Sunday, December 7th, 2008 8:12 am

    So I’m back at it after a solid eight hours of sleep. A little under twelve hours left and I still can’t “Spawn” units. I can make them randomly appear, but somehow I think that won’t be enough.

    Here’s a foodshot of BreakfastFood

    On the other side of things, I am getting closer with the RTS game. You can select any number of units, and right click to have them move wherever you want. Once I can make units spawn I’ll release a beta. More to come!

    End of first day

    Posted by
    Saturday, December 6th, 2008 3:14 pm

    Well didn’t do much, still don’t really know what i want to do. Quickly made some road tiles, and a road landscape pic, which i am not sure anymore, how i want to use. Maybe a menu.

    The open road.

    CoMuTor is coming…

    Posted by
    Saturday, December 6th, 2008 11:34 am

    I’ve been working like mad since my last post at trying to mock up some CoMuTor animation tiles to have something to work with the soon to be written game logic.  I always forget how long animation takes and am hoping that these placeholders won’t become permanent as far the deadline goes….  we shall see!

    Here is a detail of my Tile Studio CoMuTor project:

    Here is the larger image of even more tiles:

    I have to draw some final frames of a CoMuTor attack where you reach down and fling cars up into the air and/or a smash attack as well.

    The Tower of You

    Posted by
    Sunday, August 10th, 2008 3:03 pm

    I’m finally finished with a version that both runs and could be classified as a game. So here it is. All important information is available in the game, really, if you just pay a bit of attention. I might include play information here later when I don’t need to sleep so much.

    If you want another screenshot, here’s after having won.

    The Tower of You, Windows binary download + D source.

    Update after deadline: I’ve updated the above link to include zlib1.dll which was missing. The original package is still available.

    LD10 Final Entry: Short Fuse

    Posted by
    Sunday, December 16th, 2007 1:50 pm

    ld10 screen 8

    This is it! Pretty darn complete. Download here: shortfuse.zip (1.1mb)

    I tried making music, and that was a bad idea, so I didn’t put it in. Love those SFXr sounds, though!

    Note: If it runs way too slow, or just if you prefer, you can use the command line argument “opengl” to run it in openGL instead of directX.

    Progress, Day 2 Late

    Posted by
    Saturday, December 15th, 2007 5:57 pm

    ld10 screen 5

    Lots of visual progress, a little bit of real progress.  All new pixely graphics all around, and a new HUD at the bottom.  The game automatically zooms the display in to cover the portion of the map that actually has stuff in it, so instead of scrolling, it just gives you a wider view on larger levels.  That’s good because you need ot know the whole layout to make your plans.  This zoom feature is currently very questionable, I seem to have to manually tweak exactly where it goes, depending on the level layout, so I’m missing something there, but it mainly worksish.

    Currently, you can’t win or lose, but if you could be killed, boy would it be hard.  Thinking ahead is a must, and it all goes quite fast.  Each level has a percentage required to complete it, and you also need to stay alive, and the main gist is to get the best score you can, provided you blow up enough and avoid dying.


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