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Author Topic: BoundWorlds Open Alpha - Explore the Multiverse and build a world!  (Read 28045 times)

Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #570 on: December 06, 2017, 08:02:25 pm »

? What about semi transparent invisible tilesets? I just suggest doing that way because you can see if you placed your blocks in the right spot. Invisible blocks don't block view, I think, anyways.

Respawn gates should be VERY helpful.

I have yet to find some more monsters. Charasproject seems to use an extremely odd number of sizes, and I don't see how to sort between them.
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IndigoFenix

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Re: BoundWorlds Reborn (Open alpha)
« Reply #571 on: December 06, 2017, 11:39:18 pm »

Basically it does what you were doing, but automatically.  You put the collision tileset (using basic tiles) at the top and make it invisible.  When you are editing that tilemap, it will show up semi-transparent in the editor.  You don't have to turn visibility on and off.

For Charasproject, just go to the charset editor, and use those images directly.  The image size is 24x32, but the sprite itself is approximately 16x24 with whitespace (which is good, because BoundWorlds does weird stuff with the edges if you try to enlarge a spritesheet that is perfectly lined up).  You can double its size in BoundWorlds to make it fit into the game; I generally use hitbox radius 11 and hitbox vertical height 48.  See the Gunslinger sprite for an example.
« Last Edit: December 06, 2017, 11:40:56 pm by IndigoFenix »
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Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #572 on: December 06, 2017, 11:41:55 pm »

Okay. Sadly, that won’t help me with non humanoid monsters. Bright side: Elen art being eh is solved.
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bloop_bleep

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Re: BoundWorlds Reborn (Open alpha)
« Reply #573 on: December 07, 2017, 01:32:01 am »

PTW.
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IndigoFenix

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Re: BoundWorlds Reborn (Open alpha)
« Reply #574 on: December 07, 2017, 02:59:37 am »

I merged the files back together.

I've also updated the front page of this thread, since it was hopelessly outdated and hard to even find the link.

IndigoFenix

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Re: BoundWorlds Open Alpha - Explore the Multiverse and build a world!
« Reply #575 on: December 07, 2017, 08:53:47 am »

I'm going to start importing some worlds from the old version of BoundWorlds.  (I still have the files.)  Obviously given the updated nature of the game there will be some differences but I can iron them out by hand.

I'm starting with Arx.  Anyone have any requests?

Kamani

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Re: BoundWorlds Open Alpha - Explore the Multiverse and build a world!
« Reply #576 on: December 07, 2017, 10:01:09 am »

I never really played back then, but it should be interesting to see what it was like.
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MoonyTheHuman

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Re: BoundWorlds Open Alpha - Explore the Multiverse and build a world!
« Reply #577 on: December 07, 2017, 10:16:33 am »

IndigoFenix, Here, have a imaginary updoot.
This is quite well done, and has provided me inspiration for how things should function in my own project, too.
Keep it up :)
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IndigoFenix

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Re: BoundWorlds Open Alpha - Explore the Multiverse and build a world!
« Reply #578 on: December 07, 2017, 11:48:11 am »

It wasn't very big, but there were a few people who put some effort in making worlds, and it would be unfair if their efforts were to just vanish forever.  I'm also going to restore my own first world, with appropriate updates.

Kamani

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Re: BoundWorlds Open Alpha - Explore the Multiverse and build a world!
« Reply #579 on: December 07, 2017, 03:15:36 pm »

Well... Since Charas just does humanoid monsters, I'll need to go back to browsing OpenGameArt.org. Now I just have to hope I can find a monster that is right for Alend. Ugh, I hate looking for stuff...

Edit: Hey, I just realized I have Game Character Hub (I think I got it from a humble bundle a while back? The same one with RPG Maker VX Ace), so that might help. Shame it doesn't make monsters either. Not useful here.
« Last Edit: December 07, 2017, 03:42:37 pm by Kamani »
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IndigoFenix

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Re: BoundWorlds Open Alpha - Explore the Multiverse and build a world!
« Reply #580 on: December 08, 2017, 09:28:47 am »

I've been adding some content and fixing up bugs as I find them.  You can now upload files up to 10MB in size, which should help for music files.  Some problems with the animation editor are fixed.  There are also some more options for hitboxes, and an event for triggering the sprite's default trigger.

There's a secret on the mountain of chickens.  See if you can find it.

Kamani

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Re: BoundWorlds Open Alpha - Explore the Multiverse and build a world!
« Reply #581 on: December 08, 2017, 09:48:50 am »

Ugh, it will be like 7 hours before I can use the computer.

Edit: Wasn't the imperial citadel map's entry text used in an image that used to be on the main post? I remember seeing it.

Edit: A wandering chicken showed me the secret. Cluck cluck.

Edit: Okay, anyone have any advice on where to find sprites for a non-humanoid monster that can turn in all four directions in the same style as the Hyptosis tilesets? I can't find one, and I just checked everything under the 2D art section with the tag monster.

Also, I just noticed: Even though I deleted the duplicate Hyptosis tilesets, they didn't go away in the search area. I can make them no longer public, but I can't get rid of them.
« Last Edit: December 08, 2017, 02:27:19 pm by Kamani »
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IndigoFenix

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Re: BoundWorlds Open Alpha - Explore the Multiverse and build a world!
« Reply #582 on: December 09, 2017, 03:02:26 pm »

The imperial citadel was one of the very first worlds created by someone other than me in the old version.

I found a whole bunch of monster sprites with varying styles.  Going to program them at some point later, but maybe some of them could be of use to you now.

I need to make a proper pagination system for the file search though.  The text search works more or less.
« Last Edit: December 09, 2017, 03:04:46 pm by IndigoFenix »
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Kamani

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Re: BoundWorlds Open Alpha - Explore the Multiverse and build a world!
« Reply #583 on: December 09, 2017, 03:04:09 pm »

Thank you. That should be INCREDIBLY helpful. I have been stuck for days. Next time I get on I’ll take a look.

Edit: Alend art is now the beetle. I like it well enough. The one thing on the beetle: To make a square hitbox look right on it, you have to turn OFF autocenter, set image size to 48 x 48, set image center to 24 x 26, and then set hitbox to 32 x 30. Otherwise, a bunch of the hitbox will float in the air.

Edit: Elen art is also done. I used Game Character Hub because apparently I have that. It actually turned out pretty well. It is based on the original player art, but higher quality. I decided not to make it public, since I am only using it for one character.
« Last Edit: December 09, 2017, 10:30:48 pm by Kamani »
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IndigoFenix

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Re: BoundWorlds Open Alpha - Explore the Multiverse and build a world!
« Reply #584 on: December 09, 2017, 11:38:55 pm »

That's cool.  The floating graphics bug has been around for a while but I've had trouble finding a case that triggers it.  I'll fix it.

By the way, it's better not to use rectangular hitboxes on sprites that are not intended to be literal rectangles.

Is that the typical arrangement for Game Character Hub spritesheets (4 frame walk cycle, south-west-east-north)?  I can add it as an animation convention if it's likely to be common.
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