Level Design of Legend of Tux: Difference between revisions
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[[Image:Mappy002.jpg]] | [[Image:Mappy002.jpg]] | ||
Select the second block (1/64), and use it to draw the collision blocks. Make sure the whole room is enclose, and leave an empty space to join to the next room. If the is not the first room, make sure to leave an empty space aligned with the door from the previous room. | |||
Use the "f" key to flood fill tiles; "z" key to undo mistakes | |||
Use the third block to draw the door, which will be removed once all enemies are defeated. So far, I have been using blocks locations 31,9 through 31,13 for the door. Make sure blocks 0,9 through 0,13 are empty in the next room, otherwise the player may get stuck in the wall when zoning into the next room. |
Revision as of 04:03, 5 November 2009
Download Mappy: http://www.tilemap.co.uk/mappy.php
Extract the zip file to a directory
Start Mappy
Select File => New Map
Use the following settings
Press "OK"
Press "OK" to the warning
Select File => Import
Navigate to the project directory, and select the "tiles.bmp" file in the images directory
(Use Gimp to modify the tiles.bmp file to add new tiles, if needed)
Ensure that Layer 0 is selected. Layer 0 will hold the collision block data
Select the second block (1/64), and use it to draw the collision blocks. Make sure the whole room is enclose, and leave an empty space to join to the next room. If the is not the first room, make sure to leave an empty space aligned with the door from the previous room.
Use the "f" key to flood fill tiles; "z" key to undo mistakes
Use the third block to draw the door, which will be removed once all enemies are defeated. So far, I have been using blocks locations 31,9 through 31,13 for the door. Make sure blocks 0,9 through 0,13 are empty in the next room, otherwise the player may get stuck in the wall when zoning into the next room.