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LaLaPico

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  1. Thanks for the encouragement everyone! I'm going to work on everything that was brought up :)   On the issue of the grass --- at least when it comes to the flat grass tile. I wanted a design that was randomized enough to eliminate the visibility of the "Grid" while also saving time --- even though it's just primarily one single tile used throughout, it's hard to see where one begins and ends. That is often a main concern of mine and I, eliminating the Grid, without wasting time and creating dozens of unique grass tiles.
  2. Thanks for the notes, guys..   Maintaining perspective is a bit of an issue for me --- especially when it came to the trees. Though, I will say the trees I did hear are both a limitation of my abilities, and also a product of trying to replicate the old 8-bit/16-bit graphic styles of JRPGs. I will say that my graphics for this are very dated, plain, and old-fashioned, but that's the aim :P     Kryzon,   I'm not sure I fully understand your graphic, even after looking over the linked threads... If I rotate my images that way, is there something that should be happening with my images in relation to the guide you posted?
  3. Hello everyone!   Well, for years I've been toying with 2D tile graphics and art for an RPG idea. I've kinda been working a lot more on this, now that I have begun to write a compelling storyline... Pretty much, it's a 2D Final Fantasy style RPG. 20x20 Tiles/Sprites.   Anyway, here's a basic asset demo I created using tiles and sprites I've made. Thoughts/Critiques?  
  4. Servant,   Thanks for all the info.. It's really got me into it now and thinking in terms of how to proceed! I am super excited!   And thanks My trees have actually come a long way --- this was one of the first tile map screens I ever put together YEARS ago..   P.S. I dig your site by the way!
  5. Right now, I'm splitting my time between learning to understand programming, and doing tile art :D Which I do really enjoy!
  6.   And you are absolutely right.. But, part of this is two issues: I really do want to learn "the ways of the force", but also I think the pain would be finding pre-existing kits that fit with my creative vison of the flow of the game. I have seen a lot of different implamentations of even the basic mechanics of the simple RPG ideas, everything from the movement of the characters, the scrolling within areas, ect..   Wanting to learn to program is a good enough reason to learn to program.  If you're imagining doing all the art, story, and coding for an RPG yourself, though... that's an awful lot of knowledge and time needed from one person.       Well, I wouldn't do everything by myself.. Eventually, I would attempt to gather a team. But I have seen others who wanted to make a game, and pretty much act as the director or game designer, and only offer their ideas and need to rely on others to do art, coding and such. Usually those projects only progress so far. If I start a project, I want to be able to add more than just "I want it to do this... Can you draw the graphics and write the code for me?"
  7.   Ah! Yes. Gotcha. You set the program to unload and load each area when the player hits the "warp" coordinate, and not have to worry abount having the data in memory or using pointers. I guess I got stuck on pointers and how to use them.   For the "map" data, would that all be defined in a piece of code, as in each map or location would be defined line by line for placement of tiles and whether that tile is walkable, not walkable, or wrap somewhere else... Can it be done that way?
  8.   And you are absolutely right.. But, part of this is two issues: I really do want to learn "the ways of the force", but also I think the pain would be finding pre-existing kits that fit with my creative vison of the flow of the game. I have seen a lot of different implamentations of even the basic mechanics of the simple RPG ideas, everything from the movement of the characters, the scrolling within areas, ect..
  9.   Ah! I understand. Except for the exact setup for the string/unloading/loading, but, I can imagine how it should work.   I can especially imagine the teleporting idea. That would require a large tile map, yes? I understand todays PCs would have no problem working with such a large tile map, but atypically that would require a large amount of memory to hold the huge tile map if I would to have all areas exist within that huge tile map.   I'm still trying to figure out the proper time and place to use pointers --- when stuff should be allocated to memory for the pointer to be used, ect.
  10. Hi Everyone!   I am "new" to programming --- although I know what code looks like, and in theory I understand what code does, I have no real experience with practically applying it in art.   I have always want to make a game. I am a passable artist, and I am a creative writer, but I know my lack of ability in actual programming is a hinderence if I actually want to make said game.   So, I have finally decided, at the ripe age of 31, to really focus on learning how to program. I just started tonight.   Anyway, I've had the creative juices going and I wanted to verify whether this is the right path to be thinking, or if I am completely wrong.   With a classic RPG in might, let's talk about the Function for the world map. Let's say that the world map is a 256x256 grid. Specific cordinates in the grid will take the player to a different location, maybe a town or a dungeon.   So, at the beginning of the world map function, would I have the program allocate the specific location datas into memory, then use pointers to point to the memory area containing the data (town or dungeon data), which would set at the specific coordinates?   Example: if I wanted the player to be taken into a city area at coordinate 100x100, a pointer would be placed at those coordinate, directing the program to take the player into that area?