Dev Log #8 – Mapping

Waterfalls always feel tricky when it comes to parallax mapping. However, it isn’t really that hard once you get the hang of it.

By utilizing transparent waterfall sprites, you can place a waterfall regardless of what the wall is like behind the waterfall!

You can find transparent waterfall sprites here.

The end result would be something similar to this

You can see here that the wall behind the waterfall is the same as the rest of the parallax mapped hill. With this method, you don’t need to find a specific waterfall sprites everytime you have a different wall! This doesn’t only apply to parallel mapping of course, as the same concept can be applied with waterfall events over regular tilesets.

This link teaches you step by step how to create animated water, which is the tutorial I used to create the animated water texture in Event Horizon.

That’s it for now! Thank you for reading and I hope to see you again soon!

~anDai

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Map Overlays

Lately, I’ve started running into a recurring problem while drawing maps. It would seem that no matter how hard I try to differentiate, all forests were beginning to look the same.

To counteract this issue, I first looked into the tileset resources. I’ve found that there are multiple high quality tilesets of trees and nature by various contributors such as Ayene, Celianna and Ying. I begun using these trees in some of my maps but it still felt like something was missing. While doing the research, I came by the concept of Overlay Picture on maps. With this little trick, I was able to create overlapping images by putting a PNG file edited in Paint.net directly onto the map. The result can be viewed here

My apologies as I seem to have forgot to turn off my mic for the recording so I replaced the sound with a classical music. Will not happen again! Also, due to Xspllit being incapable of detecting and capturing full screen RPG Maker games, I had to use borderless gaming to capture it so the graphics is a bit more jarring than usual. As you can see, this is only a demonstration of what this technique can do to a map. I will try to hone my skills at map creation as I go to make sure that every map have a different flavor.

I have added a comparison of a map with and without the overlay. I think there is a significant difference.

This is the original map

And this is the map after I’ve added in an overlay of trees.

It’s definitely a lot more effort, but #worthit!

Thanks for reading!

~anDai

World Map Update

Quick update once again to show the progress on the world map.

As you can see, the world map all the way to the west coast is now completed.

Starting tomorrow, I will have to devote more time to my studies which means there will be less updates. I will however, still try to squeeze in a few here and there.

Until then, thank you for reading!

~anDai

Overworld Map Update

I have done what I could with the world map and I think so far it’s turning out okay.

The maps themselves are actually a lot more massive than this picture indicates, and the best part is that the entirety of this region is accessible as soon as Mira leaves Kagure Forest! This means the players would have a choice of whether to pursuit the main event by going straight to Ismael, or explore the different areas that this specific region of Perkele has to offer!

Speaking of exploration, here is the first level of the “mega dungeon” that I am currently designing.

This dungeon is located inside the tunnel of the giant plateau seen in the map above. Once players enter the tunnel, they would have the ability to navigate up and down levels as well as going out at various levels to explore the hill outside. It is rather hard to describe by words so I will make a video demonstration when the entire thing is completed.

Until then, thank you for reading!

~anDai

World Map

Quick update regarding the world map. Here is what I currently have…

I am mostly going to be working on the maps in the next few days. The current plan is to complete this region of the world map:

Some people have voiced concerns that this will increase the workload on the project.  They are 100% correct, but I feel it is a necessary change as world map is really not something I would like to have in Helix if I can help it. I promise to get better and more efficient at drawing these maps so it will not take me too much time to draw them.

Also, here is a sneak peak of the new Map feature for these overworld field maps.

It basically pin points to show where the player is on the map, as well as any event that I choose to include on the map, which in this case is a crab. It is a nice script written by Galv and I think it will reduce the chance of people getting lost in the fields.

Anyways, I will be drawing maps in the next few days to see how many I can get out.

Also, as a heads up, I will be taking a break from Project Helix from April 15th to June 1st, during which I will most likely not have any updates on this blog nor will I make any progress on the project. I have my CFA lvl 2 exam on June 1st and I really need to pass it in order to secure a job to finance some of the works I need for Helix. I will keep updating for this week.

Until then, thank you for reading!

~anDai