v0.8.10 (BWM fill) released to Google Play!
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.10) from Google, F-Droid, our server, or itch.io
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.10) from Google, F-Droid, our server, or itch.io
Idea for a new zone
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- Posts: 14
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Re: Idea for a new zone
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- Posts: 14
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Re: Idea for a new zone
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Re: Idea for a new zone
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- Antison
- Posts: 5282
- Joined: Mon Mar 28, 2011 11:33 pm
- android_version: 14 - Android 14
- Location: A home without a beagle is just a house
Re: Idea for a new zone
I like it a lot, but I like the explanation why the trees turn orange so abruptly more. Pretty creative story. This is what we need more of. Creativity and quests
"A home without a beagle is just a house"
- rijackson741
- Posts: 4451
- Joined: Tue Aug 20, 2013 2:04 am
- android_version: 10 - Android 10
- Location: Somewhere in Dhayavar
- Contact:
Re: Idea for a new zone
Very nice
I did notice that your maps use many layers. In AT all maps use only four layers: Ground, Objects, Above, Top. The first two appear blow the player, the second two above the player. This is for rendering speed in the game, and we have never found a case where we needed more than those four layers.
I did notice that your maps use many layers. In AT all maps use only four layers: Ground, Objects, Above, Top. The first two appear blow the player, the second two above the player. This is for rendering speed in the game, and we have never found a case where we needed more than those four layers.
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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- Posts: 14
- Joined: Thu Mar 19, 2020 5:58 pm
- android_version: 4.0
Re: Idea for a new zone
Well about trees, I think the most convincing explanation would be that in this area grows a single special specie of tree with golden leaves, if I make green trees turn orange, it would mean that trees "transform themselves" and my idea is that the orange tree is a "specific" and special species of tree. And about the layers is true i use many xD is mi firs time using tiled I did not know very well how it was handled
I even used an entire layer for a single shadow xDDD, however I really liked the result to be a project that I do just to distract myself I hope I can evolve to make a truly functional and useful map for the game
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- Posts: 274
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Re: Idea for a new zone
Whatever the explanation, I dont care. Love the change if scenery
Andor's "Vanilla" Bro
- Nut
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- android_version: 8.0
- Location: Glade
Re: Idea for a new zone
What a lovely area - a very strong contrast to one of the areas that we have in mind to create. So even more I think that it would fit well into the game.
But the layers to be displayed must be just the four that Rijackson mentioned: Ground + Objects (that are below player and NPC) and Above + Top.
The game would just ignore the others.
E.g. the trees normally are splitted: the lower half in Objects and the upper half is in Above.
Thus you can walk under the trees instead of climbing through the tree tops...
And there's another important layer - the Walkable.
It controls where player or NPCs can go.
We always use a coloured semi-transparent tile to block non-walkable areas.
But the layers to be displayed must be just the four that Rijackson mentioned: Ground + Objects (that are below player and NPC) and Above + Top.
The game would just ignore the others.
E.g. the trees normally are splitted: the lower half in Objects and the upper half is in Above.
Thus you can walk under the trees instead of climbing through the tree tops...
And there's another important layer - the Walkable.
It controls where player or NPCs can go.
We always use a coloured semi-transparent tile to block non-walkable areas.
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Nut
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- Posts: 192
- Joined: Mon Mar 04, 2019 8:45 pm
- android_version: 8.1 - Oreo
Re: Idea for a new zone
I like the maps and would like to have them in the game. The trees are on some places a bit ordered. Maybe mixing the green and brown trees could help. Also different trees, dead trees, stones and clearings like here:
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- rijackson741
- Posts: 4451
- Joined: Tue Aug 20, 2013 2:04 am
- android_version: 10 - Android 10
- Location: Somewhere in Dhayavar
- Contact:
Re: Idea for a new zone
The maps are really nice. I'm not sure if there is a way to merge layers in Tiled. If not, it's a missing feature
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1