Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by BlackDolphinMedia

Hy guys i just wanted to ask

how you guys crop and optimize your background images ..
i personaly havend found something on the web so i decided to write it on my own

i use big background imags to increase productivity + i already got them ..

they are certainly no use for a production enviroment (filesize + limitations on leveldesign) but they are fine for prototyping ..

http://www.blackdolphin.co.uk/zelda/spritetest.php?size=16&src=2

thats how i do it :

igive them a tilesize ..
the system crops it down .. compares all images to each other and find the unique entrys

after that it generates me a optimized tileset without any duplications + exports the json string in the needet format for impact ..

saves me a lot time + the compression is awsome

so the question is how do you guys handle that ?

1 decade ago by MyShuitings

Fuck you and everything about your dark magic!!!! LOL...

Seriously though... I paid my little brother to cut my big background maps into unique tiles.... He loaded them up in GIMP and set up a grid 16x16... then he went through and just cut out the unique ones.... I felt a little bad for exploiting him, but he wanted the $ and to participate in the game making process.

That said... it was slow and bad quality.... What would it take to bribe you into posting the code that does your dark tile making wizardry?

1 decade ago by BlackDolphinMedia

its not finaly done yet current status is about 80%

1 decade ago by stahlmanDesign

The script you made is interesting, but it seems like reverse engineering a map that is already created. I don't know why you would need this unless you are taking someone's game and breaking it down into the original individual tiles in order to make new levels. Anyway, nice job.

1 decade ago by BlackDolphinMedia

it helps by alot of things . >

to example if you got a graphic guy who draws the whole level background in photoshop .. and export it as png ..

for the sake of a prototype to example, it saves alot of time if you create your optimized tilesets down that way


given start position:
you got a level background 1024 X 1024 px from your graphic guy .. pref. freelance cuz not everyone runs gamedev mainly


including that to weltmeister as 1 X 1 tilesize 1024 background map is a job of a minuite ..

( loading times at a prototype stage does not mather but COST ( time ) does )

drawing that 128 * 128 tiles each 16 px .. would take you way longer .. probably 2-3 hours .. to figure the correct place for the tile ..

so in case of productivity it makes ALOT sense to me + saves money in YOUR pocket

----------

what i archive with that is actualy i paste my level data from impact to the converter and get a fully optimized tileset + leveldata back ..

no need to draw the background from hand anymore ..

its not just needet if convert a old game to html5 ..
also if your not the enemie of your wallet

1 decade ago by BlackDolphinMedia

example here :
http://screencast.com/t/OLenoxEnQi

1 decade ago by Warnerlee

I believe it can be an easy work for developers to crop or process an target images through code, like this "public static int ApplyCrop(REImage img, int x, int y, int width, int height);"
http://www.rasteredge.com/how-to/csharp-imaging/crop-image/
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