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> Omega Lunar Map Editor, VX Map Editor
Omegas7
post Feb 18 2012, 05:16 PM
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Hello everyone. One year ago, I had this little idea floating around, but never had the chance to develop it too much until recently. Codenamed Lunar Crystal, this Windows application is a map editor. Head to the F.A.Q below to understand why was this created - for now, let us focus on what this is.

You can make excellent maps with this, but do note, this is not for newbies. If you are interested in creating detailed maps with some advanced features and utilities, this application may interest you. It DOES consume more time than normal, but this isn't about time. This is about quality mapping. These are rather early stages of development, and there is so much more we can add/improve. Your comments are welcome. Read the F.A.Q.


  • Unlimited tilesets
    • Each tileset follows VX's format: 512x512
  • Unlimited layers
    • Make organized, detailed maps with all layers you want.
  • Pixel-precision object placement
    • Choose the graphic you wish, and put it anywhere on the map. You are not limited by any grid at all - just like parallax mapping.
  • Pixel-precision collision editor
    • Given you can put anything anywhere, the player will also be able to move anywhere (pixel-precise), so now you can quickly tell the passable areas right in the editor! (see guidemap for more explanation).
  • Animated objects
    • Animate your own objects with any size and frames and speed you wish.
  • Real-time preview of animated objects
    • While creating your map, see your animated objects already with life right in the application!
  • Fill floor with tiles
    • Need to make some ground quickly? Just choose your tile(s), click a button, and instantly fill the layer with it!
  • Chain placement
    • You may create perfectly aligned rows/columns of a certain object with this powerful feature!
  • Export to raw data, interpret in many ways
    • Lunar can export to simple, text info. VX, Ace, and even other game engines can read the data and compress it in their own way. (VX will have a script to convert to secure data, for instance).
  • Run-time map generation during gameplay
    • Lunar doesn't create a huge image for you to use in parallax mapping - instead, Lunar's data is used to build the map during the game - saving valuable disk space!
  • Quickly save/load Lunar files.
  • Nearly infinite undo/redo.
  • Quickly edit lighting spots within Lunar to produce lighting in your game.
    • Existing lighting scripts can be used along with such spots.
  • So much more, and suggestions always welcome!



A simple and quick overview. It lacks some information, but it is good to get a basic idea of Lunar.
Guidemap







Some people I'd like to thank due to their support in some way toward this project (whether they knew about it or not):
Catcat helped me arrange some of Celianna's wall tilesets for usage with Lunar.
Celianna gave me permission to use her tiles for Lunar testing and distribution.
Xiie (Reisen) and Zadorain are into beta testing sometime soon.
Buju made some animated water tiles (actually, he made them in exchange for that Barter script thing...). Unfortunately, I will not be using them. However, he did made an 8-directional Aluxes character too which I might actually use.


Lunar is a new project under early development stages. There are many ways you can help us:
  • Post, comment, give feedback, etc. Be active with us, let us know your ideas, and let other people know about Lunar.
  • Are you an artist? Have you ever made tiles? Post or PM me along with the graphics giving me permission to distribute them along with Lunar - so Lunar can start off with a large graphic base immediately! We can also keep using your talents, so just let us know.



Will it support VX and Ace?
We're focusing on VX. If things go right, Ace support should be available soon as well.
When will this be ready?
I have other projects, some similar to this, and also school. It is not possible to state an accurate release date - and I don't dare to make a guess.
So will this support pixel-movement?
It should give the option to both use pixel-movement mode (with a separate script) or tiled mode (VX default). If you choose to use pixel-movement for player/events, you'll have to set collision properties with Lunar.
What will Lunar actually "produce"? A large image? Data?
When you are comfortable with your map, Lunar can export to a generic, plain text file. From that point, you can use a script made for VX that will convert such text data into actual rvdata, which will be used for generating the maps in your game. Lunar produces no images - saving nice disk space.
How will I edit events?
I haven't touched that area much. There are many proposals: perhaps Lunar can also export a big image version of the map so you can use as a reference when placing events in the game. Or maybe Lunar will setup "spots" that can be associated with your events, so it is just a matter of positioning the spots in Lunar, and editing the event's content on VX.
Is this better than parallax mapping?
It has some advantages. Aside from saving disk space, it can also set collision rectangles for pixel movement rather easily. If planned properly, it may be optimized enough to run smoothly. It is quite a matter of what you actually need for your game. This is debatable, but this is not the place for such.
Is Lunar free for commercial usage?
Yes, just remember to credit me through [Omegas7, J.V Wong, or www.omega-dev.net/forums]
However, the graphics you used to create the maps have their own usage terms and you will have to contact their respective artists about them.



18/02/12 - Introduced Lunar to community
20/02/12 - Improved object select/copy/paste/moving features for multiple objects at the same time
27/02/12 - Preview screen tint color

Currently: .PNG export feature.


This post has been edited by Omegas7: Mar 4 2012, 03:28 PM
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X-M-O
post Feb 18 2012, 05:32 PM
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This is a really useful tool, thanks for supplying it to the community. happy.gif

I was wondering (since I only use RPGXP) if this will be available in the future for XP. =]


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themajor
post Feb 18 2012, 05:58 PM
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Very cool, I like the idea of essentially painting all the graphics on, with as many layers as you want, and then just adding boundries. The lighting system and the real-time preview features sound nice too.
You said that Lunar can export data that could be read by other engines, does this mean that it would ever be compatible with RMXP?


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Omegas7
post Feb 18 2012, 05:59 PM
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XP might come, but it would after VX and Ace only.

This compatibility we're talking about is rather simple: Lunar exports to some generic info file, and we make a script that can read the info and interpret it. One version of such script would be available for VX, another for Ace, and another for XP, since each of them require different treatment. However, the core idea stands, so it isn't very hard.

Of course, some features require further work with each engine too. It will take a while to support all these three engines.

This post has been edited by Omegas7: Feb 18 2012, 06:02 PM
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Omegas7
post Feb 19 2012, 09:55 PM
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Lunar's object copy/pasting/moving feature has been improved. You can select, move, copy and paste multiple objects at the same time in a layer more efficiently than before.

A new feature idea has been submitted by user "apple" from VXAce.net. Basically, you can preview a "tint" on the screen with Lunar. Will be implementing this next.
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kayden997
post Feb 19 2012, 10:13 PM
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Yes! I saw that suggestion!
Thank you!
We should play Starcraft together sometime!
Unless you are Masters then I'll leave you alone dry.gif


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Legacy
post Feb 19 2012, 11:19 PM
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Wow. I'm impressed. The overall quality made me speechless.. but I had to comment.

If you need another tester let me know, I'd would be happy to help in anyway i could. Superb projects need support! Wish you all the best with this.

*keeps an eye on this thread*


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munkis
post Feb 23 2012, 03:59 AM
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Woah, dude...
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QUOTE
How will I edit events?
I haven't touched that area much. There are many proposals: perhaps Lunar can also export a big image version of the map so you can use as a reference when placing events in the game. Or maybe Lunar will setup "spots" that can be associated with your events, so it is just a matter of positioning the spots in Lunar, and editing the event's content on VX.


Personally, I like the second approach better. It seems more efficient IMO.

EDIT: I hate asking stupid questions, but where is the download link? Or isn't it available for download yet?

This post has been edited by munkis: Feb 23 2012, 04:10 AM


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amerk
post Feb 23 2012, 07:43 AM
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QUOTE (Omegas7 @ Feb 18 2012, 07:16 PM) *
When will this be ready?
I have other projects, some similar to this, and also school. It is not possible to state an accurate release date - and I don't dare to make a guess.


As such, it would appear a download will not be ready for awhile.


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Xeyla
post Feb 23 2012, 12:52 PM
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This looks like one of the best things to happen for VX. It looks just as good as Bullets tileswap program. Can't wait for this to be released.


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Omegas7
post Feb 27 2012, 09:57 PM
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It is now possible to preview a screen tint color. This feature is purely for previewing - the finished map will not come tinted. You will have to tint the map through events (as usual). Any color and intensity can be modified - but saturation requires more work (not matching VX's tinting feature very well).



Current task:
Now that we got tint preview (requires more accuracy/polish), we'll implement .PNG exporting.
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kayden997
post Feb 27 2012, 11:53 PM
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Pfft, who wouldn't export to .PNG?
Keep up the great work smile.gif


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Shadyone
post Feb 28 2012, 04:38 AM
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This looks really awesome, I'mma keep an eye on this, it will help me greatly on future projects.
Clicky

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Omegas7
post Feb 29 2012, 07:36 PM
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It is now possible to export your maps to .PNG. This feature is for things like sharing at Game & Map Screenshots, etc. You can also choose what layers to display, and for whatever reason, it is also possible to export the map with the rect collisions as well.



Current task: To be announced.
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lilcooldude69
post Mar 1 2012, 01:12 AM
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The pro-est eventer u know ;D
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this is a bit off topic but...omega7 your scripts are awesome especially ur demo's for ur books and diary thing, they made me Lol and i love both of them just thought id let you know i never got to thank you.


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Omegas7
post Mar 4 2012, 03:28 PM
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QUOTE (lilcooldude69 @ Mar 1 2012, 01:12 AM) *
this is a bit off topic but...omega7 your scripts are awesome especially ur demo's for ur books and diary thing, they made me Lol and i love both of them just thought id let you know i never got to thank you.



I am glad to help. Thanks.
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munkis
post Mar 5 2012, 05:23 AM
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I have a couple of ideas if you're looking for some:

Tint Exporting -- Rather than trying to match OLC's tinting with RMVX, just have it export the tint used in the preview.

Tile "negatives" -- Not sure how much of a pain this would be to set up, but you could have a window where one one side, you have the tiles used on whatever map you're currently working on with selectable 32X32 samples. You'd click on one of the samples, and a button next to it would appear labeled "Set Negative". Clicking on that would have a seperate window pop up with all the tiles used in OLC. You'd simply have to click on one of the tiles in that window then clock on "OK" at the bottom (double-clicking the tile would work too) and the "negative" sample would appear opposite of the original tile. After all that, when you export the map, the program actually would create two maps; one with the original tiles, and one with the "negatives". This would be useful if you are making a game where you can go to certain locations in an alternate universe, and would save the time of having to draw the entire map.


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Ndoelicious
post Mar 5 2012, 08:07 AM
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woohoo..now better get it done
*shot >w<


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Omegas7
post Mar 6 2012, 04:16 PM
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@Munkis: Thanks! It might be a nice idea to actually overwrite VX's tinting. We'll see about that. As for the negative feature, I think I'll put it as a minor priority idea - for now I'm just taking suggestions that might be used by a majority of the userbase ;D.
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Ignasis
post Mar 6 2012, 07:43 PM
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I must say this tool looks to a revolutionary development for mappers keep up the great work!


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