Harris6310 Posted June 17, 2010 Author Share Posted June 17, 2010 I was wondering if would be possible to convert EO's tile engine from 32x32 to 16x16? I know how to program in VB6 quite well, it's just DX7 is not my strong point. So does anyone know how this could be done? Link to comment Share on other sites More sharing options...
Marsh Posted June 17, 2010 Share Posted June 17, 2010 I forget who it was but someone was selling some source edits and in the example of his work he turned Eclipse into a 16 bit engine. Though i dont think it was origins. Link to comment Share on other sites More sharing options...
Dark Crusade Posted June 17, 2010 Share Posted June 17, 2010 http://www.touchofdeathforums.com/smf/index.php/topic,56467.0.htmlCheap as too. Link to comment Share on other sites More sharing options...
TimeBomb Posted June 17, 2010 Share Posted June 17, 2010 I'm sure it's not 'just' what I'm about to explain, as I haven't looked at anything involving what you're saying, but I think a good start would be to actually ctrl+f and search the number 32 throughout the project, and change it to 16 (this goes for mostly the client, possibly the server as well) where applicable (i.e. when it is to handle the size of the tiles and such). Link to comment Share on other sites More sharing options...
azure Posted June 17, 2010 Share Posted June 17, 2010 Knowing Robin that's probably not going to be easy. :D Link to comment Share on other sites More sharing options...
balliztik1 Posted June 17, 2010 Share Posted June 17, 2010 @Azure:> Knowing Robin that's probably not going to be easy. :DNonsense. If you can adjust the size of the game screen in 2 minutes, I'm sure there's support for 16x16 easily. I'm certain Robin might have even mentioned how in a post somewhere. Don't remember where, though. Link to comment Share on other sites More sharing options...
TimeBomb Posted June 17, 2010 Share Posted June 17, 2010 Actually, Robin was nice and made it quite easy.modConstants.vb```' Tile size constantsPublic Const PIC_X As Integer = 32Public Const PIC_Y As Integer = 32```Of course, you have to change a lot of other 32's if you want to change the game fully to 16 bit. But just the tiles, this is about it (don't quote me though). You'd probably want to edit the map editor to change from taking 32x32 tiles normally to 16x16. Link to comment Share on other sites More sharing options...
Robin Posted June 17, 2010 Share Posted June 17, 2010 Pretty much. Just search for 'PIC_X' and 'PIC_Y'. If it has to do with the map then change them to 16. Link to comment Share on other sites More sharing options...
Harris6310 Posted June 17, 2010 Author Share Posted June 17, 2010 I have done what you said and the tiles are 16x16\. Though they are zoomed in 200% so they look 32x32\. There's a few other problems but I am fixing them. Thanks for the help. Link to comment Share on other sites More sharing options...
Robin Posted June 17, 2010 Share Posted June 17, 2010 You haven't changed the rendering system properly then. Link to comment Share on other sites More sharing options...
Joyce Posted June 17, 2010 Share Posted June 17, 2010 @Harris:> I have done what you said and the tiles are 16x16\. Though they are zoomed in 200% so they look 32x32\. There's a few other problems but I am fixing them. Thanks for the help.Double these two values and it'll render them at a 100% size in the default screen Origins comes with.. These two values determine how many tiles are rendered on-screen. :)```Public Const MAX_MAPX As Byte = 14Public Const MAX_MAPY As Byte = 11``` Link to comment Share on other sites More sharing options...
Harris6310 Posted June 17, 2010 Author Share Posted June 17, 2010 There are two errors that I don't know how to fix.1\. There is a 1 tile border on the bottom and right sides that can't have any tiles put on it.2\. My player name is on left, not centred. Link to comment Share on other sites More sharing options...
Adulese Games Posted June 17, 2010 Share Posted June 17, 2010 Everyone knows Robin loves 16bit tiles, so it is only natural that he would include them. Thanks for the info though, I need to play around with EO more.- AduleseEDIT: Check the number of tiles and make sure that the pixel length in the X and Y direction are the same size as your game screen. What I think is happening is that you didn't change the size of the game screen, so it is just drawing those numbers of tiles. Just a thought. Link to comment Share on other sites More sharing options...
Robin Posted June 17, 2010 Share Posted June 17, 2010 I love 16bit doubled tiles.They look horrible if they're just 16x16. Link to comment Share on other sites More sharing options...
Adulese Games Posted June 17, 2010 Share Posted June 17, 2010 Oh you know what I mean. ;DBTW, does EO automatically set the map editor to select 16x16 tiles after we re-compile? Just curious.- Adulese Link to comment Share on other sites More sharing options...
Harris6310 Posted June 17, 2010 Author Share Posted June 17, 2010 How does EO show player names? Is it like playername.posY = sprite.height + 16? (I know it would be nothing like that but you get what I mean) Link to comment Share on other sites More sharing options...
Robin Posted June 17, 2010 Share Posted June 17, 2010 Why don't you just look in the source code? :| Link to comment Share on other sites More sharing options...
Harris6310 Posted June 17, 2010 Author Share Posted June 17, 2010 Is the function SendActionMsg?Edit: Wait no, that's text on the right hand side. Link to comment Share on other sites More sharing options...
Robin Posted June 17, 2010 Share Posted June 17, 2010 … what are you on about?You're using Origins, not Stable.BltPlayerName. Link to comment Share on other sites More sharing options...
Harris6310 Posted June 17, 2010 Author Share Posted June 17, 2010 Thanks Robin.Just fixed the problem that a 16 x 16 sprite would show in the middle of two tiles instead of centred on one tile. I think you learn a lot more than getting help and doing it yourself than someone just giving you the whole code. Link to comment Share on other sites More sharing options...
TimeBomb Posted June 17, 2010 Share Posted June 17, 2010 @Harris:> Thanks Robin.> > Just fixed the problem that a 16 x 16 sprite would show in the middle of two tiles instead of centred on one tile. I think you learn a lot more than getting help and doing it yourself than someone just giving you the whole code.In a lot of cases, yes, that is true. In some cases it is just easier to give someone, at the very least, the base code for what they need to do. Link to comment Share on other sites More sharing options...
Robin Posted June 17, 2010 Share Posted June 17, 2010 It's only worth giving the base code if it's a self contained system.Changing something so intimately woven into the engine requires scooting around changing all kinds of stuff. It'd take you less time to do it yourself than it would for me to find, post and change every piece of code you had to change. Link to comment Share on other sites More sharing options...
Harris6310 Posted June 17, 2010 Author Share Posted June 17, 2010 I fixed it!It was pretty easy.This:```TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight) + 16```Had to be this:```TextY = ConvertMapY(GetPlayerY(Index) * PIC_Y) + Player(Index).YOffset - (DDSD_Character(GetPlayerSprite(Index)).lHeight)```Now I just need to fix the problem of everything looking resized horribly. Link to comment Share on other sites More sharing options...
Harris6310 Posted June 21, 2010 Author Share Posted June 21, 2010 I have finally fixed the problem of it all looking resized horribly. I just need help on one last problem. There is a one tile border along the bottom and right sides that I can not change. It just stays black. Link to comment Share on other sites More sharing options...
magezhilo Posted June 21, 2010 Share Posted June 21, 2010 @Harris:> I have finally fixed the problem of it all looking resized horribly. I just need help on one last problem. There is a one tile border along the bottom and right sides that I can not change. It just stays black.I'm no coder or programmer, but couldn't that be because the map size ends there? Try making the map size bigger, then try to fill the black spaces. Sorry if this sounds like a stupid idea :P Link to comment Share on other sites More sharing options...
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