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Del Duio

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22nd January, 2010 at 17:01:56 -

To clarify, to be used for a top-down RPG style of game and not a platformer.

In the past I've made them using a lot of objects set up in grid format where you'd click on one and fill it with a value. (With Visual Basic 6) When you were all done I'd save it to whatever filename I want and that'd be that. The main thing is that Visual Basic 6 supported object arrays so I could just run a for / next loop through all those grid objects and save or load it in one fell swoop.

Now as far as I know MMF2 does NOT support object arrays which to this day still kind of sucks since they're so helpful. I did a search in the downloads section however the only example I could find was the recent "Simple RPG tile movement" however that does not include the editor and looks to be based off of one static picture (I'm at work so I can't open the .mfa yet to see if this is for sure the case).

Is there any existing MMF2 examples out there that might have both the editor AND a basic RPG-style movement?

I know I should've tried making something like this with a clickteam product by now but am only getting around to it today.

Thanks!

Edited by Del Duio

 
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22nd January, 2010 at 17:09:45 -

What's the difference between an array and an object array? Because MMF2 supports arrays.

 

  		
  		

Sumo148

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22nd January, 2010 at 19:30:50 -

I think Del Duio missed the fact that there is an Array Object for MMF2. And there's also fast loops, so you can make an editor the same exact way that you did in Visual Basic 6. Most tile level editors use this way

 
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22nd January, 2010 at 20:25:38 -

I was thinking of making a system that had tile based frames that loaded from a database. That way players could build stuff, and it would update in realtime.

It would also be Vitalized, but I haven't had much time to work on anything these days.

 
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Del Duio

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22nd January, 2010 at 20:46:58 -


Originally Posted by OldManClayton
What's the difference between an array and an object array? Because MMF2 supports arrays.



Yeah I know they have an array object and I've used it a lot. What I mean is you could make a bunch of copies of one object and their names would automatically be like this:

TileObject(1)
TileObject(2)
TileObject(3)
TileObject(4)
etc.

Then you could fill them all in with a For / Next:

For X = 1 to intNumofTiles
If TileObject(X) = "W" then (load a picture of a water tile)
If TileObject(X) = "M" then (load a picture of a mountain tile)
Next X

It'd be really easy to mess with this way. Do any examples exist on how I'd do something similar with the array object that already comes with MMF2?

Thanks guys

 
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Del Duio

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22nd January, 2010 at 20:47:49 -


Originally Posted by Sumo148
I think Del Duio missed the fact that there is an Array Object for MMF2. And there's also fast loops, so you can make an editor the same exact way that you did in Visual Basic 6. Most tile level editors use this way



While I don't doubt you Sumo148, the question is: How would I go about doing it?

 
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22nd January, 2010 at 21:29:19 -

You could check out this open sourced level editor by Zephni:

http://www.create-games.com/download.asp?id=7727

 
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Del Duio

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25th January, 2010 at 14:59:20 -

^^ That's pretty impressive but much too much for what I need. ^^

It did give me an idea on how I'd go about making my own though. These last 3 days I've been messing around with Strider's movement engine and making a super old-school RPG on top of it. Unbelievably, the inventory / subscreen and all of that came out amazingly well. I figured out some new ways to do things which are really helping it along.

Thanks guys

 
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Del Duio

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27th January, 2010 at 14:05:02 -

Blah, another slight problem.

I made a (mostly) working level editor however I can't get it to display the tiles when a saved array loads back up. Any idea what I'm doing wrong?

It uses a 3 dimensional array where the max values are X 16 / Y 14 / Z 2. The tiles are 16 x 16 pixels big and for this example if the value = "G" then it's supposed to paste a grass tile into the background.

Always start loop "Z loop" 2 times
On loop "Z loop" start "X loop" 16 times
On loop "X loop" start "Y loop" 14 times

On loop "Y loop"
+ ArrayValue("X loop index","Y loop index","Z loop index") = "G" then set X pos of water tile to loopindex "Loop x" * 16
-> Set Y pos of loopindex "Loop y" * 16
-> Paste into background as non obstacle

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I'm terrible at fastloops but this doesn't work at all. Isn't that how you nest a fastloop? Isn't that how you'd do something simple like this?

 
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27th January, 2010 at 19:45:37 -

That code "looks" correct.

First make sure your saving code works correctly. ie check the contents of the array after you save.

Then instead of pasting the tiles as a backdrop try leaving them as active objects and see if that solves anything.

Make sure you didn't accidentally save the "g" as a "G" or something. The runtime is case sensitive.

I noticed you used "Always" to start the Z loop. You should only have to run that loop once, so I hope it's in a group that you deactivate afterwards.

Other than that just post your mfa for us to look at.



 
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alessandroLino

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2nd February, 2010 at 02:13:17 -

I think the MMF arrays are kinda slow for, big rpg maps?
But well if your going to split it in many rooms, should be easy to do.

Correct me if i said any bullsh!t.

 
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bigredron



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3rd February, 2010 at 23:47:46 -

array + background image object

 
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