Pokemon Universe MMORPG

Pokémon Universe => Development => Mapping => Topic started by: Zatir on March 08, 2012, 05:22:53 PM

Title: The new Pokeditor
Post by: Zatir on March 08, 2012, 05:22:53 PM
Hello,

I've seen that this sub-board isn't that active at all. That's not a strange behavior, because the development of the map editor was paused for a while. Now it's time for a change and I want to update the current state! I'm also posting this to say we're still developing and because I want to celebrate myself joining the development team (and also joining the community)!

You probably noticed the development updates of the mapping server. That's the work done by Mr_Dark. I'm currently taking the lead to expand the existing map editor (the client). The most people think it's some easy stuff: just make sure that you are able to place some tiles, update them to the map server/database and you're done! That's not true, it takes more effort to create a map. You also need to take care of the NPC's, which can have shops, battles or quests. So the new map editor will have the ability to make those NPC's, create the shops, battles, dialogues and quests. There's a lot more work to be done and this is fully in development, from scratch. The actual tile-editor is almost done (placing tiles, blocks, water and stuff).

The current state:
- New maps can be made
- Tiles can be imported
- The tiles can be placed, using the mapping server to save the map
- Some GUI and shortkeys

That's what I have to say for now, more to come... soon!

Greetings,

Zatir

Quote
Todo List

This todo list is added and will be updated as soon as there are updates. This list was in first instance only for me, but maybe other people want to have a look into the development. The list isn't completed yet, it will be expanded later.

NPC editor
 » Edit NPC outfits and server I/O [Done 5 apr 2012]
 » Implement new NPC outfits [50% Done 30 sept 2012]
 » Show the animated NPC outfits
 » Retreiving NPC Pokemon stats from the server [Done 16 apr 2012]
 » Pokemon names I/O
 » Edit the NPC pokemon-team and send them to the server
 » Shops I/O communication to the server
 » Create and edit shops
 » Event system I/O communication with the server [Done 2 june 2012]
 » Quests editor


New event system for scripts, for easy drag/drop editing (Quests, Pokemons and Shops included)
 » Dragging, dropping and (re)moving action panels  [Done 25 apr 2012]
 » Get the system to work for one type eventpanel [Done 14 may 2012]
 » Save panels to the database and obtain them again [Done 2 june 2012]
 » Convert the event panels to a script [75% Done 30 sept 2012]
 » Creating all panels needed (If/else, while, ect. ) [75% Done 30 sept 2012]


Map editor
 » Possibility to open multiple maps
 » When dragging tiles fix the high data transfer to the server
 » Manage blocking tiles, with a 50% layer [Done 1 nov 2012]
 » Manage items on the map
 » Manage NPCs on the map
 » Copy/Paste/Delete/Select functions
 » Undo/Redo functionality
 » Properties toolbox with all info about the tile you are hovering the mouse [Done 21 okt 2012]
 » Moving the toolstrip buttons for maps inside the map-editor  [Done 21 okt 2012]
 » Make all the toolstrip buttons, like dropper, placer, selecter and so on work properly [Done 2 nov 2012]
 » Enable/disable grid [Done 21 okt 2012]
 » Rewrite/look at the save tile and update tile(layers) functions (server side only)  [Done 29 okt 2012]
 » Tile events
 » No new go routines for each database query for tiles (server side) [Done 2 nov 2012]
 » Zooming tiles in the texture browser
 » Add location layer
 » Add/Edit event layer

Location Manager
 » Create locations window
 » Client-server I/O
 » Manage music and pokecenter

Tile event manager
 » Create tile events window
 » Client-server I/O

Pokecenter manager
 » Create pokecenter window
 » Client-server I/O

Overall
 » Logged in and connected protection on all button-events and stuff
 » Progress bars while downloading
 » Save protection when closing forms
 » Version protection [Done 19 aug 2012]
 » Automatic client updates

Probably some more small stuff to come, but these are the main objectives.
Title: Re: Expanding the map editor
Post by: Tickles on March 08, 2012, 07:34:27 PM
I thought the writing team was handling the NPC's and quests?
Title: Re: Expanding the map editor
Post by: Zatir on March 08, 2012, 07:42:20 PM
Yes they are, but, there must be a tool to make those NPC's. The plan is to make an editor with a lot of tools like the NPC-editor, shop-editor, battle-editor and so on integrated into the map editor tool. Then you can easily add the NPC's to the map in just one tool, rather than using different tools. It's actually not a map-editor, but an overall editor.
Title: Re: Expanding the map editor
Post by: Tickles on March 08, 2012, 07:45:45 PM
I see, instead of having to write out full scripts for the NPC's, we can just edit them and integrate them with this tool you're designing. Correct me if I'm wrong.
Title: Re: Expanding the map editor
Post by: Zatir on March 08, 2012, 08:00:46 PM
Yes, that's correct. It will be a fully automated NPC management system, which meets all the requirements and which is also easy and fast to use! :) In a later development stage of this tool I will contact all the quest-/npc-/story- writers for their needs, so I can fit the tool on everybody's needs.
Title: Re: Expanding the map editor
Post by: Yume Tsuki on March 08, 2012, 08:35:48 PM
That's quite a nifty tool. Would be pretty neat if we had an easy tool to insert quests, for the scripters it would be easier to set up new updates to the server. ^^
Title: Re: Expanding the map editor
Post by: Mr_Dark on March 08, 2012, 09:59:25 PM
I see, instead of having to write out full scripts for the NPC's, we can just edit them and integrate them with this tool you're designing. Correct me if I'm wrong.

You'd still need to write the code for the NPCs, but the tool allows you to make the actual NPC which will be shown in-game.
Title: Re: Expanding the map editor
Post by: Tickles on March 08, 2012, 10:04:14 PM
Thanks for making it clear Mr Dark.
Title: Re: Expanding the map editor
Post by: genbor on March 09, 2012, 01:49:25 PM
 Great to have you Zatir, wish you all the best. Will be looking forward those updates. :)
Title: Re: Expanding the map editor
Post by: Zatir on March 22, 2012, 07:20:27 PM
Another milestone reached for the map editor after a couple of days, so it's time to place an update in this topic! You probably saw all of the updates in the development feed already, but that's just half of the progress we are making.

Our Pokéditor (that's the way the editor is called) is now fully able to create NPC's and place them on the map! When creating the NPC it only has some basic appearance settings which can be adjusted at any time, like the NPC-name and the outfit (head, neck, upper, lower and feet). We are only in need for some new sprites for the different outfits! After the NPC is completed, it can be placed onto the map by simple clicking on a tile.

That's just the basic stuff for the NPC-system, now the hardest parts begin! (Dialogs, Shops, Battles, Quests.....)

Greetings,

Zatir
Title: Re: Expanding the map editor
Post by: Bryan on March 22, 2012, 10:42:52 PM
Well I'll have the sprites ready here, tomorrow or later tonight. I'm also trying to make sure I have all the terrain tiles compiled into one graphics sheet. Its just hard because the way I work in the first place, I have things scattered all over my computer. It good to hear that everyone is working.

I also need to work with Kam, to get the tileset right. Well see here in a bit.
Title: Re: Expanding the map editor
Post by: Arctus on March 22, 2012, 11:10:10 PM
Nice work team, It's times like this i wish i was talented at something, but im glad to see that there are talented people here.
Title: Re: Expanding the map editor
Post by: Roloc on March 23, 2012, 12:27:17 AM
Great job everyone!

Congrats on joining the team, Zatir!
You deserve it :)
Title: Re: Expanding the map editor
Post by: vengeful on March 23, 2012, 01:36:33 AM
Nice work team, It's times like this i wish i was talented at something, but im glad to see that there are talented people here.

Ha Ha I'm talented, just not in the right departments. I can write a book, but I seem to have lost all talent of drawing.  :P
Title: Re: Expanding the map editor
Post by: Zatir on March 23, 2012, 11:51:23 AM
@Bryan, that will be great! I was planning to implement the sprites at the end of next week, if they are ready. I just need a few of them though, only for test purposes yet. Now I'm busy to redesign the layout of the NPC editor, to meet Mr_dark's plan he had in mind.

And yes, the development is going great team, carry on! :D
Title: Re: Expanding the map editor
Post by: Bryan on March 24, 2012, 03:11:19 PM
@Bryan, that will be great! I was planning to implement the sprites at the end of next week, if they are ready. I just need a few of them though, only for test purposes yet. Now I'm busy to redesign the layout of the NPC editor, to meet Mr_dark's plan he had in mind.

And yes, the development is going great team, carry on! :D
New character sprites have been given to Mr_Dark, I am now making separate image files for eyes, and kind of like a template to follow. I'll have these by Sunday. I am still touching up the tiles, they may take a little bit. But will be releasing them here soon, and I'll just touch them up as we develop.
Title: Re: Expanding the map editor
Post by: Zatir on March 29, 2012, 11:13:31 PM
Another update to announce, the main layout of the NPC editor is done. I've uploaded a screenshot. Please note, I'm working on a test environment, so the sprites, npc's and maps are only made for test purposes.

(http://www.p1cture.it/images/f0239f0208271cfb5677_thumb.png) (http://www.p1cture.it/viewer.php?file=f0239f0208271cfb5677.png)

This is just the main screen.  In the middle you see the "working" area. All npc's and maps are shown in there, ordered by tabpages. On the right you can see all the npc's which are currently made and on the left some of the map editor are shown. The whole editor is easily adjustable by just dragging and dropping the windows. The working area will always fill out the remaining space. So every editor can adjust the tool for his/her needs!

Now further on with the NPC editor, it's possible to create a NPC and creating an outfit. Now I'm busy finetuning this system, and after that the other NPC tools can be made (I've already made a start with that) When selecting the radio-buttons, you can get acces to extra menu's like making pokemon for a battle-npc, or make a shop for a trade-NPC!

(http://www.p1cture.it/images/3gfeacea49fcf457g8gd_thumb.png) (http://www.p1cture.it/viewer.php?file=3gfeacea49fcf457g8gd.png)

Any tips, feedback and stuff is always welcome!
Title: Re: Expanding the map editor
Post by: genbor on March 30, 2012, 11:03:08 AM
 Looks very similar to the Neverwinter Nights toolset which was always one of my favorites to use, since it's simple but efficient. I like where this is going. *You live to be criticized another day*
Title: Re: Expanding the map editor
Post by: Jerry on March 30, 2012, 01:48:43 PM
Speaking about NPCs, I wonder if we might implement NPCs who dress up (or another better word). Like in FR/LG, in Koga's gym, you have those dummy trainers who spin and appear with their true form only after speaking to them/getting in their line of sight.

I don't know on what level (mapping or the client itself) this would be implemented, but felt like mentioning this since we were here. :)
Title: Re: Expanding the map editor
Post by: genbor on March 30, 2012, 02:56:23 PM
 Ahh Jerry that sounds like a great idea. Also NPCs that might hide for example trees etc, would be pretty fun. In the games you could often avoid fighting Trainers if you wished to for some reason, since you could see them from further away and avoid getting into his line of sight, but if he hides behind a boulder you just searched (used the action button on it, or whatever you did) he would pop out and there would be no where left to run. It would be quite funny to have a very rare encounter in tall grass: You shuffle in the tall grass like always but when the battle commences, instead of a wild Pokémon appearing, an NPC would appear saying "Oh, I fell asleep." or the like. Just a little food for thought. :D
Title: Re: Expanding the map editor
Post by: Jerry on March 30, 2012, 03:08:42 PM
Uh huh! There's so many characters using camouflage in RSE x3

Not to mention we might have some people from factions doing spying, some inspectors undercover and so on.
Title: Re: Expanding the map editor
Post by: Zatir on March 30, 2012, 11:26:14 PM
Speaking about NPCs, I wonder if we might implement NPCs who dress up (or another better word). Like in FR/LG, in Koga's gym, you have those dummy trainers who spin and appear with their true form only after speaking to them/getting in their line of sight.

I don't know on what level (mapping or the client itself) this would be implemented, but felt like mentioning this since we were here. :)

That's a great idea. But it's not on top of the list yet, the main system must work first. 

BUT, you're actually talking about adding some extra events to NPCs. That makes me think of how NPCs are set up, and that I have to figure out how to handle different kind of events, like dialogs. But we've also have a battle event. My plan was to create specific NPCs, as you can see in the screenshot (battle npc, nurse npc, dialog Npc etc) Then I was thinking: When does a battle start? Directly when starting to talk to the NPC? Or after one dialog-event has finished. Maybe the NPC is asking a question: do you want to battle me? If yes, start a battle, if no, leave and say goodbye. So you actually can't choose one of the npc-types, because the events have to be combined.

This is now done by scripts. After I've finetuned the NPC appearance stuff I will have a look at those scripts, how the game is already handling NPCs and what hasn't been implemented yet. This will be a great challenge!
Title: Re: Expanding the map editor
Post by: Jerry on March 31, 2012, 07:50:38 PM
Sure :)

I'm just sort of throwing it here so that things are easier to implement later on when they're ready. I mean, I've been writing simple scripts myself and I know the pain when I find that I could have done something I did earlier another way so that when I'm implementing something now, it's easier to do so. :P

And in my mind, I see only one type of NPCs. Now, each NPC has some kind of 'switch' which triggers a battle, only dialogue, or some miscellaneous activity.

Maybe something like this:
NPC Mode : Description
0 : Dialogue only
1 : Battle
2 : Selling items
3 : Asking for trade
4 : Healing
5 : Quest
6 : Other (Run away immediately, or something of the like)

So, Nurse Joy is defaulted to 0, so she speaks first and when healing is asked for, it's switched to 4. Because there are some NPCs which outright heal your pokemon and then speak, those would be directly set to 4, then 0.

Same for battling NPCs, they are first set to 0, then set to 1 when battle is triggered (Not sure if such NPCs will be implemented).

And so one and so forth. And if need be, more modes can be added.

That's just a suggestion of how it might work. Maybe it makes things simpler, or harder, I'm not quite sure, but as I said, it's just what it appears like in my mind and it's a mere suggestion :)
Title: Re: Expanding the map editor
Post by: Zatir on April 16, 2012, 10:18:57 PM
Hi there,

A few updates yet. First of all I've created a public accessible TODO-list, which is posted on the first post in this topic. On the second hand the NPC pokemon are already loaded into the editor. This will be used for creating battle-npc's! It just needs a couple of finetuning and adding a few features, but probably next week the npc-pokemon-editor is done.

And last but not least: after the pokemons I will start with the script-system, to make events! I'm planning to create a drag-and-drop system, like the scratch (http://scratch.mit.edu/ (http://scratch.mit.edu/)) system. That won't be that hard for the editors!

Cheers for today,

Zatir
Title: Re: Expanding the map editor
Post by: Zatir on April 23, 2012, 10:36:36 PM
This weekend (Monday was my weekend too) I spent a couple of hours on the event system. I thought I would finish the pokemon-team creator, but this one's more important.

The first attempt was creating a NSD (Nassi–Shneiderman diagram), an easy drag and drop tool. This looks very helpful for small NPCs, but for bigger ones it gets annoying. Secondly the use of "jumps" isn't possible, like when handling quests.
(http://p1cture.it/images/f130d974f5b291eadgda_thumb.png) (http://p1cture.it/images/f130d974f5b291eadgda.png)

After discussing with Mr_Dark we found out another system would work better, even for smaller NPC's. Take a look at the next screenshot. Different event boxes can be drag-dropped into the panel, and you can assign actions towards each event. This is just an example of just two event-boxes, but I can create unlimited different boxes is I want. Like some boxes which should read player data first before the NPC is going to talk to you.
(http://p1cture.it/images/20ecb8aa07ec6374e52d_thumb.png) (http://p1cture.it/viewer.php?file=20ecb8aa07ec6374e52d.png)

This is just an impression to see where I'm busy with at the moment. Ideas and comments are always welcome!

Cheers!
Title: Re: Expanding the map editor
Post by: Zatir on June 02, 2012, 05:19:25 PM
I'm bumping myself again for another update about the event system. I didn't have that much time because of school stuff, so it won't be a really big update.

The following picture shows how the event system looks like right now:
(http://p1cture.it/images/d82bg6c63c64625543af_thumb.png) (http://p1cture.it/viewer.php?file=d82bg6c63c64625543af.png)
(Click to enlarge, because I think you all don't have that great eyes)

Events can be drag dropped to the field as before. Only one adjustable event block is possible right now. That block-list will expand soon for quest related stuff. The part what took the most time was making this whole area of information getting stored in the database, so everything is stored at one place. No more need for sending npc-scripts by yourself one by one, this will go automatically from now on!

The current event block is also very easy to use, it can be enlarged when needed (up to 5 answers right now) and you can delete answers till just one answer when they are not needed anymore. Also the static actions on the left can be used, like opening a shop or end the conversation.

That was the update from the last few weeks. The NPC-editor can't be used yet, I need to create a few more blocks first.

Cheers,

Zatir
Title: Re: Expanding the map editor
Post by: Tickles on June 02, 2012, 05:47:03 PM
Pretty awesome. I can see many possibilities now.
Title: Re: Expanding the map editor
Post by: Zatir on June 02, 2012, 05:55:24 PM
Yeah Cortex. Looking back to the first page of this topic:

I see, instead of having to write out full scripts for the NPC's, we can just edit them and integrate them with this tool you're designing. Correct me if I'm wrong.

You'd still need to write the code for the NPCs, but the tool allows you to make the actual NPC which will be shown in-game.

You actually don't need to write the code right now, because you only have to create the NPC in a more graphical environment.
Title: Re: Expanding the map editor
Post by: Tickles on June 02, 2012, 05:57:19 PM
Yeah. But for some of the NPC's, there are special actions that may need to be coded by hand. I think I'll have to show you which ones when I get a new laptop, and can use the IRC a little better.
Title: Re: Expanding the map editor
Post by: Zatir on June 02, 2012, 06:50:11 PM
You probably mean when writing quests. Then there are If/else statements. I can just make a panel where you can choose different if-statements with their parameter(s). That will be my next panel I'm going to create. Correct me if im wrong, tips are always welcome.
Title: Re: Expanding the map editor
Post by: spartandc on June 21, 2012, 08:00:57 PM
hey i was wondering if i could possibly join the mapping team so i could help (i would post it where ever this should be posted so sorry for doing it here)
Title: Re: Expanding the map editor
Post by: Jake101 on June 21, 2012, 08:06:59 PM
Yeah, me too I'm really good at making maps!
Title: Re: Expanding the map editor
Post by: lubbies on June 21, 2012, 08:10:40 PM
If you are as good as you say you are then you have to prove it with some of your work. No pics no proof.
Title: Re: Expanding the map editor
Post by: Jake101 on June 21, 2012, 08:21:32 PM
This is one map I drew so at least look at it.

It's my first map ever! (I made it in 2009, so don't judge me.) :)
Title: Re: Expanding the map editor
Post by: Tickles on June 22, 2012, 07:49:48 PM
Just a note, do not double post. Second, I'm not sure how you guys can make a map when we don't have the art for the maps. We accept members on a need base, if we don't need map editors, we will not be looking for them. What we do need are pixel artists.
Title: Re: Expanding the map editor
Post by: Jake101 on June 22, 2012, 07:51:27 PM
Yeah, I got a warning for double posting, but thanks for reminding me!
Title: Re: Expanding the map editor
Post by: Pubbles on June 22, 2012, 08:51:50 PM
If you are as good as you say you are then you have to prove it with some of your work. No pics no proof.

I went ahead and loaded some of the maps I made for my old MMO... These were made with direct intent, which should be obvious, but these were to replace old, plain maps that were used for judging contests... There were to be 10 total rooms, and each was going to be unique.

There is a "library", an "ice palace", a "heaven meets earth" and an "up in the sky" map... The board in the middle is where people would normally stand to judge, and would be free to roam around... There are tiles in each map that are "blocked" from walking, I can post a screen capture of that later...

The map program itself isn't complicated, but daunting because of the hundreds of options... I've used it for 8-9 years though, and have gotten pretty good at it. I've personally developed dozens of maps that have or had been used in the game itself, some still are being used today after years..

Regardless. To view the pictures you'll need to enter the password "mymaps" all lowercase.

http://s1069.photobucket.com/albums/u475/MnSpivey/Others/ (http://s1069.photobucket.com/albums/u475/MnSpivey/Others/)

And while I realize that I can link directly to each image, I think this is a more practical option, as you can see all four side by side.. I can likely find more maps I've made, even having changed PCs 4 or 5 times, I think I have most of them somewhere.
Title: Re: Expanding the map editor
Post by: Jake101 on June 22, 2012, 08:54:46 PM
You need a password to enter, Pubbles
Title: Re: Expanding the map editor
Post by: Tickles on June 22, 2012, 08:57:56 PM
Again, it is need based. I made a post about it. What we need are pixel artists at the moment, because you can't make a map without the art for the maps.
Title: Re: Expanding the map editor
Post by: Jerry on June 22, 2012, 09:03:53 PM
Well.. I don't really know Pubbles... They are somewhat okay I guess, but there are some tile errors. I wouldn't know if it's actually a tile issue (missing tiles) or if that was the mapper's doing which made it that way.

And Jake, you seriously need to learn to read.
Title: Re: Expanding the map editor
Post by: Jake101 on June 22, 2012, 09:04:47 PM
Sorry I didn't read the whole thing.
Title: Re: Expanding the map editor
Post by: Pubbles on June 22, 2012, 09:21:09 PM
Well.. I don't really know Pubbles... They are somewhat okay I guess, but there are some tile errors. I wouldn't know if it's actually a tile issue (missing tiles) or if that was the mapper's doing which made it that way.

And Jake, you seriously need to learn to read.

Sadly it's the map editor's problem...

You'd think that after 16 years, they'd have a better map editor... However, as a "Game Moderator" I was only allowed access to a "somewhat updated" version of the original. There are a lot of silly things standing in the way of them upgrading them all the way, to include all past and present tiles, while updating them all.

Regardless, I only posted out of boredom and such. I made these years ago, and to be honest, don't recall if I spent much time on them. I never finished all 10, so they never were used in the game.

I can send you a copy of the editor if you'd like, but it might make you faint with how out of date and poorly designed it is... =p
Title: Re: Expanding the map editor
Post by: Jerry on June 22, 2012, 09:39:33 PM
Uhh, no thanks! ^^;

And I have a story to finish by next week and some art for PU I really need to work on and by then, it'll probably be time to start on studies again :(
Title: Re: Expanding the map editor
Post by: Jake101 on June 22, 2012, 09:44:35 PM
And the story is?
Title: Re: Expanding the map editor
Post by: Zatir on June 22, 2012, 11:56:01 PM
As said a few times before, we need tiles first before we can start mapping. The mapping is going to start from scratch and Kamaran is going to do that first. At a later stage he will need more mappers, but not yet. Offcourse there will open a new job application for mapper when someone is needed.

And I surely must say, the map-editor is not fully functional, it is working with a few bugs and some tools arent working yet. I have a busy few weeks now, from 10th of july I'll have more time to work on the editor. Now it's also time for the pixel artists to create the tiles, which is going by far better than ever before! Keep up the good work!
Title: Re: Expanding the map editor
Post by: spartandc on June 24, 2012, 06:40:29 PM
ok well then well just tell me what you need for pixal art and ill try to make it based on certain things because i have alot of time on my hands so i wont mind makeing pixal art for you guys
Title: Re: Expanding the map editor
Post by: Jerry on June 24, 2012, 07:06:37 PM
You could try out tiles contained within a cave. Floor, rocks, walls, ramps, etc.
Title: Re: Expanding the map editor
Post by: Tickles on June 24, 2012, 07:08:49 PM
Maybe Bryan should update the to do list so that there is no confusion on what is already done. I know he has done a ton of work already, but I don't remember the speecifics.
Title: Re: Expanding the map editor
Post by: Pubbles on June 25, 2012, 02:41:10 AM
Maybe Bryan should update the to do list so that there is no confusion on what is already done. I know he has done a ton of work already, but I don't remember the speecifics.

He just did! He and Mr Dark already have been trying to keep it more up to date lately =)
Title: Re: Expanding the map editor
Post by: Bryan on June 25, 2012, 05:12:30 AM
Updated the to-do list. I will update the post, and post a reply stating what has been done, and the current total tiles completed. If your interested in joining the Pixel Art Team, then you need to send examples of your work via forum PM. If I like your work, then I'll give you a small application for you to fill out and complete. Thank you.

Also Zatir, if you could, can you implement the current 200 tiles that are uploaded in the drop box. And let me know when you got a useable version. I need it, as well, to make sure other tiles work, as well as, adding and changing old ones. Thanks in advance.
Title: Re: Expanding the map editor
Post by: Zatir on June 27, 2012, 08:28:48 PM
@Bryan, you can use the editor which is stored at our dropbox (PokeEditor_3_2_1_0.zip) already with the new tiles. You just have to open up the editor and set the folder where your tiles are stored. You have to ask Mr_Dark to create an account for the mapping-server first if you don't have one yet, so you can make a test-map. As said before I have a few busy days right now, till this weekend. I hope i can work on the editor this Saturday. And this monday I'm going on a holiday for 8 days to Greece, so then I won't be able to work on it. So after I get back the 10th of July I will be up and running to get that editor as far as finished in the next few weeks.
Title: Re: Expanding the map editor
Post by: Bryan on June 30, 2012, 03:28:25 AM
@Bryan, you can use the editor which is stored at our dropbox (PokeEditor_3_2_1_0.zip) already with the new tiles. You just have to open up the editor and set the folder where your tiles are stored. You have to ask Mr_Dark to create an account for the mapping-server first if you don't have one yet, so you can make a test-map. As said before I have a few busy days right now, till this weekend. I hope i can work on the editor this Saturday. And this monday I'm going on a holiday for 8 days to Greece, so then I won't be able to work on it. So after I get back the 10th of July I will be up and running to get that editor as far as finished in the next few weeks.

I'll get it all figured out. I just need to test a few tiles and make sure they match up at certain points; a lot easier to do with an editor than in paint. But I am finishing up a few tiles. Hopefully in a couple weeks I can start getting outside buildings going. We'll see.
Title: Re: Expanding the map editor
Post by: MKNancy on July 01, 2012, 11:50:14 PM
do you guys have a pixel artist for objects like chairs, tables, and etc? I think it would be easier to make objects and do a drag drop thing into the buildings you guys are going to make after you guys design the floors and etc.
Title: Re: Expanding the map editor
Post by: Jerry on July 02, 2012, 09:33:43 PM
That's what the current pixel artists are doing and that's what the map editor will do once every tile is done.

But the thing is, to match the style of art, the pixel artists are quite literally doing every single tile... which is a lot of work.
Title: Re: Expanding the map editor
Post by: Zatir on August 14, 2012, 05:51:30 PM
Update time!

It's a while ago since I've posted a new update of the map editor, or actually the Pokéditor. Some reasons are the weather and my airco unit which isn't working that good. But, I'm still working on the NPC event system and I've made some new event-panels! Look at the screenshot for more details. I've made a simple if/else block for certain possibilities, like how many Pokemon are in the team. Another two blocks are used for the quests. You can make an if/else construction of a quest Id and it's progress. You can also set the progress of a selected quest.

(http://p1cture.it/images/e9bfg7cf43ae9b35ad1b_thumb.png) (http://p1cture.it/viewer.php?file=e9bfg7cf43ae9b35ad1b.png)

I hope to get more functionality the next few days!

Greetings,

Zatir
Title: Re: Expanding the map editor
Post by: Zatir on August 20, 2012, 03:01:25 PM
Generating NPC scripts is coming! Here's a WIP screenshot of one small piece of code generated for test purposes.
(http://p1cture.it/images/9e5ggb3ce45ad980ba95_thumb.png) (http://p1cture.it/viewer.php?file=9e5ggb3ce45ad980ba95.png)

Cheers!
Title: Re: Expanding the map editor
Post by: Zatir on September 29, 2012, 07:20:53 PM
It's been a while since I updated something in here. Nothing really big happened due to certain circumstances not PU related. But I've worked on the editor once in a while. Only some technical changes behind the scenes, because the last few days I've worked on refactoring the code. It was needed very bad, because the code was getting really messy.

Good thing: I hope to get the script generator fully working in a week or two, so npcs can be made!
Title: Re: Expanding the map editor
Post by: Kamaran on September 29, 2012, 09:16:03 PM
Is teh first post up to date?
Title: Re: Expanding the map editor
Post by: Zatir on September 30, 2012, 11:09:25 PM
Is teh first post up to date?

Yeah, it is right now.
Title: Re: The new Pokeditor
Post by: keano on October 05, 2012, 11:12:09 AM
Are you looking for any new mappers? I currently map for a few other games, and am looking for a new challenge. Let me know if your on the look out and I'll post some demos
Title: Re: The new Pokeditor
Post by: Zatir on October 21, 2012, 07:33:31 PM
Some improvements today for the map editor.
- Properties window with all info about the tile you are hovering the mouse. It is now showing information about the current tile and layers. You can also see what type of blocking tile it is.
- Moved the toolstrip buttons for maps inside the map-editor. For the future when opening multiple maps.
- Enable/disable grid. Useful to see what you've made so far without the grid
Title: Re: The new Pokeditor
Post by: Zatir on November 02, 2012, 11:21:11 PM
I'm almost ready to release a new version of the Pokéditor. This version will allow the mappers to import and place/edit the new designed tiles on the maps. Those maps will be the official maps used for the game! Also designers can test their designs easily with this editor. Right now I have a couple of small things to add and to fix, to make sure the server and client both will run perfectly together.

We're now just a couple of days away from placing our first tile on the new world map...!