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> Omega Lunar Map Editor, VX Map Editor
exoticrings
post Mar 13 2012, 08:14 PM
Post #21



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Dude.. i will pay you $250 USD to finish this soon

email me here
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Rukiri
post Mar 13 2012, 11:24 PM
Post #22


emerge -avt awesome! Wait... it brings me.... HERE?!
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I'm impressed, Good job mate!



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Omegas7
post Mar 17 2012, 06:41 AM
Post #23


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@exoticrings: Even if I wanted to, I can't tongue.gif. I do have more important projects and stuff - am working on it all at the same time. But thanks for the support.

I think that I'm about to develop one of Lunar's main extensions (extension as in, not necessary, but cool). A particle system to add more life to your maps, like realistic fire and such. There are already some scripts for that, but I prefer to begin from scratch.
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yuudai
post Mar 18 2012, 03:04 AM
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QUOTE (exoticrings @ Mar 14 2012, 05:14 AM) *
Dude.. i will pay you $250 USD to finish this soon

email me here

lol'd hard teehee.gif

@Omegas7
This is going to be freaking cool, I love the Pixel-precision object placement/collision. This will give top quality to maps!
Looking forward to see some more updates and keep up the good work!

see you later
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incarnum
post Mar 19 2012, 07:42 PM
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so how does your system deal with tall sprites? for example, If i want my character to be behind the top of something but infront of the bottom of it, like a statue or tree. I imagine it would be handled with layers, but does this mean you HAVE to split everything into tile sets wrather then using entire pictures, like i would in parallax mapping?


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Ndoelicious
post Mar 19 2012, 09:37 PM
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Its not a noob job..just hope that it'll be finished soo before the world ends :3


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Chukkaque
post Mar 20 2012, 01:32 PM
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Ill download this and mess with it, it sounds really cool...if I could find the DL link

This post has been edited by Chukkaque: Mar 20 2012, 01:35 PM


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kayden997
post Mar 20 2012, 01:42 PM
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It be not released yet.
Please try to be patient.


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Omegas7
post Mar 20 2012, 04:54 PM
Post #29


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QUOTE (incarnum @ Mar 19 2012, 08:42 PM) *
so how does your system deal with tall sprites? for example, If i want my character to be behind the top of something but infront of the bottom of it, like a statue or tree. I imagine it would be handled with layers, but does this mean you HAVE to split everything into tile sets wrather then using entire pictures, like i would in parallax mapping?


Naturally. Just like Ace, VX, XP and even some other games do.

It is possible, however, to have a specific sprite implement position checks, so that it will appear above the player if the player's Y position is greater than the sprite's anchor point, and have it appear below if the Y position is lower than the anchor as well. That's what I've been doing in my other iOS RPG project.

This post has been edited by Omegas7: Mar 20 2012, 04:55 PM
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ShinGamix
post Mar 20 2012, 05:47 PM
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Just to ask but what all projects are you working on right now?
because this could actually change the way almost all the projects being made now look.

and yes I would call you Awesome. Epic. Fantastic and Revolutionary!

This post has been edited by ShinGamix: Mar 20 2012, 05:48 PM


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amerk
post Mar 21 2012, 07:26 AM
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I agree with Shin. While I'm not entirely sure this is what people meant when they asked for a decent map editor with RM, this has got to be close. The fact that it's going to be for VX (at least initially) may give some life back into VX and create an interesting competition against VXA.

I, for one, never got around to parallax mapping, so I don't know how this program will work for me. But I'm willing to give it a go once it's released.


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zpmsdv
post Mar 23 2012, 04:40 AM
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This is a total revolution in rpg making ! This type of editor would totally be in the RPG Maker VX Ace version. This would change the way people could map, it's extaordinary.
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Tsukihime
post Mar 24 2012, 09:27 AM
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Lol most of the posts make this thread look like it came out of a comedy about food.

The features and implementation sound solid, but I'd wait until normal users actually use it to see what they can produce and whether usage is intuitive, since it is "not for noobs".

This post has been edited by Tsukihime: Mar 24 2012, 09:28 AM


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Ndoelicious
post Mar 24 2012, 01:47 PM
Post #34


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QUOTE (Tsukihime @ Mar 24 2012, 10:27 AM) *
Lol most of the posts make this thread look like it came out of a comedy about food.

The features and implementation sound solid, but I'd wait until normal users actually use it to see what they can produce and whether usage is intuitive, since it is "not for noobs".


*nods xD


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Omegas7
post Mar 25 2012, 09:56 PM
Post #35


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QUOTE (ShinGamix @ Mar 20 2012, 05:47 PM) *
Just to ask but what all projects are you working on right now?


A commercial iPhone game project, a Windows game project (from scratch - not with VX or any engine) (to be presented for University), an application somewhat similar to Lunar, but still a secret for now, University homework, and my VX game Portal VX.


QUOTE (Tsukihime @ Mar 24 2012, 09:27 AM) *
The features and implementation sound solid, but I'd wait until normal users actually use it to see what they can produce and whether usage is intuitive, since it is "not for noobs".


Well, perhaps should be phrased as "not for impatient people":
  • It takes longer to make Lunar maps than VX default maps. Naturally.
  • There are details. You need to be precise when working with pixel-placement.
  • You have to setup rectangle collisions if you plan to use pixel-movement. Lunar puts this rather easy to you thanks to the rectangle editor, but still.
  • Some scripts that work with the map/events may require patches. And patches for those scripts will take a while.
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Guyver's Bane
post Mar 26 2012, 11:51 AM
Post #36


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This is by the far the most useful tool for rmvx i've seen! Cannot wait to try the mapping out.


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Tsukihime
post Mar 26 2012, 12:10 PM
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QUOTE (Omegas7 @ Mar 25 2012, 09:56 PM) *
Well, perhaps should be phrased as "not for impatient people":
  • It takes longer to make Lunar maps than VX default maps. Naturally.
  • There are details. You need to be precise when working with pixel-placement.
  • You have to setup rectangle collisions if you plan to use pixel-movement. Lunar puts this rather easy to you thanks to the rectangle editor, but still.
  • Some scripts that work with the map/events may require patches. And patches for those scripts will take a while.


It sounds like it definitely makes it a lot easier than having to do it manually. And it's not restricted to whatever some script set may support.
In the end, a tool should make it easier for regular people to express their creativity. I imagine having to set up collsion-detection from scratch would limit it to only handful of people that are familiar with the libraries. I'd have no clue where to start.

Is it still not developed enough so that people are able to use it (eg: you may make major changes to the overall design which makes previous stuff incompatible)? It seems like a lot of people are ready to give good feedback.




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Omegas7
post Jul 3 2012, 10:40 PM
Post #38


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QUOTE (Tsukihime @ Mar 26 2012, 12:10 PM) *
Is it still not developed enough so that people are able to use it (eg: you may make major changes to the overall design which makes previous stuff incompatible)? It seems like a lot of people are ready to give good feedback.


I'm remaking the code. Unecessary, but well, I decided to take my time. You see, I recently realized people don't need this.


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MagitekElite
post Jul 4 2012, 07:16 PM
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Dear Lord this sounds so amazing! With this, I could actually use VX!

QUOTE
I'm remaking the code. Unecessary, but well, I decided to take my time. You see, I recently realized people don't need this.

What makes you think that? I would certainly need it. Parallel Mapping with art programs is a pain in the butt, and this can have so many features that make it simply amazing!

I would be willing to learn the program. After all, you want your game to be the best it can be, even if it takes time. I honestly would sit to learn; I am a very committed person.

But I don't it will force you to learn something like Physics or Cosmology (or something in that degree) in order to use it. (or...?)


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kayden997
post Jul 5 2012, 01:01 PM
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Perhaps it was announced too early that the hype has dried up. Still I wish you best luck in your endevours.


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