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Adventure Weaver

What is going to be Aventure Weaver and QT Tile? Adventure Weaver is going to be a RAD tool (Rapid Application development) to develop videogames, the tool is being developed in PureBasic, it would be multiplatform, Mac,Windows and Linux and it will use Love2d as the runner for the video games. The main inspiration for Adventure Weaver is RPGMaker2k and its first version it will be very similar to it, there is going to be some important differences: Multiplatform support for video games, including iOs, Android and web as its one of the feature of Love2D All the Love2D functions: Players will be able to include features that are in Love2D but not in Adventure Weaver to include advanced features in their games, for example a different battle engine Totally different scripting system, RPG Maker scripting system is very annoying and hard to manage, Adventure Weaver will have a new one based on Unreal Kismet Any game resolution, another important difference between RM2k and Adventure Weaver...
Recent posts

The tilemapper already exports to Love2D

Two of the final tasks are almost done. The exporter that is 99% completed (only a couple of little details are pending to be fixed) that allows the tool to export to file data that contains way less information that the ones used for the tool, and the other is the Love2D map reader, that is going to be used as the base for the rest of the platforms that the tool are going to be able to export. Here is the video on how easy is to create a level for Love2D right now with the tool

Special objects and many things

 Todays improvements are many: Special objects system: Now its possible to add markers to see where the special objects will be spawned in the map Undoo: Its very limited at this moment but is it possible to undoo drawing actions by tapping on control+z Project export: The project can be exported in a format that contains only the exclusively needed for the other engines to read the maps

Collision Settings

A collision system has been added to the tool. The feature contains the following: User can create as many types of collisions as he wants Collisions uses assets imported in the tool, there is a limitation of 40x40 px per collision image When the user assigns a collision to a tile this collision is propagated to the map User can place tiles with collisions in different layers and it will propagate to the map as well, the rule is that the latest collision in the list is the one that rules the tile There is a collision view where the players can see the results of the collisions User can modify the collisions of a map independently from the collisions of the tiles, this is helpful to create hidden passages and that kind of things Another cool feature derived from this one is that users can see the state of the chipset pallete without creating a map if they tap on the collision option in profiles which can be very useful Here is the video that shows everything

Unity tile detection

New update! Now the tool allows to import the tile sets that are ready for unity, this tilesets are splitted by a bunch of transparent tiles and it usually have also complete images inside.  Two new features have been added to support them, the Scanner and the Organizer. The scanner: Detects the images inside an image Decides which is the tilesize used in the image automatically Allows to remove images from the detected ones Allows to center an image inside the area It creates always zones that are ready to be used in the rest of the tool The organizer Redistributes the images in a way is usable by the profile manager Always takes care the subtiles that composes the images are together so they can be picked together in the palette Allows the players to redistribute the tiles in case they don't like the final result Its missing yet to make the organizer compatible with images that have not been scanned (or dont need too) and to make it compatible with the rest of the tools that modi...

Rpg Maker MV MZ and VXace tilesets now compatible

 In the last version of the tileset i have code the autotiles used by the latests versions of RPG Maker MV MZ and VxAce so with this all tilesets available for all the editions of RPG MAker will be available to be used in the game tool, or in the different tilesets. This has been way more difficult than expected cause I have found several bugs that i wasnt notice and they were really hidden in the code, there is still a couple more remaining i need to care about. The main difference between rm2k and rmxp and the newer versions is that the older versions uses a 2 auxiliar tiles and a 3x3 tiles to generate the autotiles and the newer versions uses a 2x2 tiles. The main challenge was to make it in a way it was completely compatible with the previous coded system to not make all the core from zero only for this kind of tileset and it has worked like a charm. It has been made also posible to be added using the profile editor, here is a gif showing it.

Merging images to add new tiles to palette

 Now its possible to merge several images to add new tiles to the palette, the players can add as many images as they want and select in which place they are going to be placed. The images will be added in the order set always trying to keep the initial image constraints. The cool thing is that players can import new tiles without breaking existing maps if they are clever in which position they place the new images. On the example this is done by adding the new images at the bottom cause the image is vertical, but in horizontal images it will be better to add them at the right.

Color key application

 The tool will allow the users to edit assets on the fly to adapt them to their needs.  The first feature implemented regarding this is the color keys, so if a tileset has a color as backgrounds instead of being transparent the tool can remove it for them