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Tutorial by PerfectDeath

 
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Sim
Site Admin


Joined: 02 Sep 2007
Posts: 386
Location: baltimore

Character Psychotomus
  Rank: 47 of 131
  Level: 1

Characteristics:
  Class:  Bard
  Element:  Water
  Alignment:  Neutral

7786 Points

PostPosted: Sun Sep 09, 2007 11:42 pm    Post subject: Tutorial by PerfectDeath Reply with quote

Okay I was thinking about makin a tutorial for this since i had to learn everything through trial and error =P

Okay So you open up your editor and create a new map, I would assume that MMORPG would be the correct one, Sim has yet to complain.
http://img318.imageshack.us/img318/6416/tutorial01ae3.jpg

Now, most confusing part would be what the hell do i put down? and How?
Well How is easy, select the tile you want to place, click the circle under the layer you wish to have the tile under and click =P
The mages in the "tiles" section fit perfectly into the squares.
And be sure to select all of the five layers: Background, Walkable, BG object, Object, and overlap. That way you can see every layer.
http://img130.imageshack.us/img130/7745/tutorial02im8.jpg I chose the background layer to put the tile under.

However; not everything should be put into the Background layer, You will find that any image that you try and place into the squares will be either reuced or expanded to fit the square. This is also the same for the walkable layer.
http://img75.imageshack.us/img75/9275/tutorial03nb9.jpg
I will focus on the backgorund and walkable layers.

These two layers determine weither you can or cannot move on the tiles. You cannot put Walkable tiles over top of background tiles and vice versa.
In the screenshot below, i separated the walkable tiles with a photoshoped line; however I usualy use two different types of ground tiles to determine if the area is walkable. In this example i used dirt tile 01 for backgorund and dirt tile 04 for walkable.
http://img53.imageshack.us/img53/128/tutorial04jm4.jpg
Putting the walkable and unwalkable tiles in practical areas is a given for any gamer.

I will now move onto the object layers.
Be sure to not use tiles on the object layer because they can stack and make a mess to clean up... actualy any image can make a mess if you click-hold-and drag. You will make a stream of copies.
Be sure to click once. If you are placing an object like a tree or any other object that would, with our physics be solid unpassable, be sure to put some background tiles undeneath the spot that would be unpassable. You can walk behind the tree and hide, but you cannot walk through the tree.
I labeled which two tiles where background cells.
http://img530.imageshack.us/img530/5101/tutorial05lz4.jpg

Now, to explain why there are three object layers.
The BG (background) object layer:
This layer is the layer that your character (i assume) will be over top (walk over, etc) but cannot be in the background layer or else it will just be resized.
This layer includes small rocks, grass, and leafs that you cannot hide behind but "step" over.

Object Layer:
This layer is for the objects that you can walk "behind" Or have even a slight bit of themselves in a spot where you can walk, like a rock. it would seem silly if you cannot walk through the rock, but if you stand in the right spot, you can look like you are on top =P
This layer belongs to buildings, trees, rocks, fences, graves, etc. Usualy you have a portion of the object as a background layer an another portion walkable like the base of a tree or building.

Overlap Layer:
This layer belongs to the objects that are overtop of images in the object layer. For instance, if you place some tall grass around a rock and htey are both in the object layer, you may find the grass may appear "underneath" the rock. Puttin an image in the Overlap layer allows you to put images overtop of objects. If you want an image behind an object, just put it in the BG object layer.
This layer belongs to tall grasses, chimnies, cracks and writtings on buildings, trees, rocks, and graves.
Basicaly the overlap layer mostly modifies the object layer.
http://img222.imageshack.us/img222/2279/tutorial06wj0.jpg

Now then, i'm too lazy to make a completed map for this tutorial, but I do have a completed map that I screenied and sim posted.
If you do take a look at that screenshot you will find some images overlaping other images when they shouldn't... I made that map without the 3 different layers T_T

I pretty much used one layer for all the objects haha!

Anyway, i hope this tutorial helps you out, I'll see if i can sticky this.
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Itachi



Joined: 26 Sep 2007
Posts: 245
Location: Rain Village

Character Eki
  Rank: 100 of 131
  Level: 1

Characteristics:
  Class:  Bard
  Element:  Fire
  Alignment:  Evil

330 Points

PostPosted: Fri Sep 28, 2007 1:29 am    Post subject: Reply with quote

basicly will there eventualy be maps that come with it? instead of the players doing it over again.
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Sim
Site Admin


Joined: 02 Sep 2007
Posts: 386
Location: baltimore

Character Psychotomus
  Rank: 47 of 131
  Level: 1

Characteristics:
  Class:  Bard
  Element:  Water
  Alignment:  Neutral

7786 Points

PostPosted: Sun Oct 07, 2007 7:33 pm    Post subject: Reply with quote

Itachi wrote:
basicly will there eventualy be maps that come with it? instead of the players doing it over again.



well of course.
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Jordyw



Joined: 22 Nov 2007
Posts: 1



0 Points

PostPosted: Thu Nov 22, 2007 7:36 pm    Post subject: how Reply with quote

Ok, hi i'm new, and would like to test your game, i've downloaded the editor, and it looks like a windows media player icon, how do i open it?
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blue
Evil Admin


Joined: 13 Sep 2007
Posts: 255



2014 Points

PostPosted: Thu Nov 22, 2007 7:39 pm    Post subject: Reply with quote

well, it may be zipped or rar'ed so you have to use winzip or winrar to uncompress it.
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MetalCloud



Joined: 15 Dec 2007
Posts: 84
Location: Sand Village


6 Points

PostPosted: Tue Dec 18, 2007 7:39 am    Post subject: Reply with quote

can download it now???
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