04-17-2018
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The Eternal
Join Date: Apr 2017
Location: York Town
Posts: 1,152
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04-17-2018
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Banned
Join Date: Dec 2017
Posts: 253
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https://imgur.com/a/V2GPG I highlighted a few of the main issues in your "level" but there's multiple other ones I didn't bother to highlight and not only will there probably be more problems if I looked further, but there's a lot of things that make the level sort of ugly. It's clear you used a random ios app you have no experience in on your free time to design a village. That level, while you may feel proud of it, isn't good enough to be released in an MMORPG with thousands of players, let alone any decent game. On top of all the problems i mentioned earlier, it's an extremely boring level. There's nothing interesting about it that would make you want to explore, and it's an extremely bland generic village. As far as I remember, you lied about having a 10k-100 spar record or something so no offense I can't take your word for it on "45 minutes." I've done levels with tons of various softwares, and never have I designed anything even close to that timeframe. Even a basic RPGMAKER level takes an hour or two (provided I'm actually making it look nice.) With this in mind, factor in how outdated the levels editor is. Pics1 is a jumbled mess. Unlike most other levelling tools for other games, there's been no update to the one the devs use. It's clear you don't have any info on this topic, so I don't know why you're talking like you do. If the dev team put out the level you made as a "new town", they'd get raided for a "lack of effort." Not only that, you have to remember that there needs to be stuff done in the levels. Once the staff have actually built the cliffs, trees etc; using the terribly formatted tools, they still have to add in all the NPCs, shops, quests, baddies etc; that make the level unique from the others. Like crono said, you should open up the editor, and try to design something as good as MoD town in "2 hours." If you watch any tutorials on youtube, that factors into the time because according to you, you can legit just get a level put out in 2 hours, starting from when you open your laptop. I guarantee you, you'll fail to put out a decent level in 2 hours. And as for what you said about changing the tileset, that's also not as easy as it sounds. You can't just wish for a new tileset and get one. And if I'm not mistaken, I'm pretty sure if you suddenly switched the tileset, the rest of the world would get messed up. |
04-18-2018
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The Eternal
Join Date: Apr 2017
Location: York Town
Posts: 1,152
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And secondly, It was a 10k-600 or something, Which was more so meant to be a joke to piss off Sarah. Which i thought that was already well known? Worked before to make her spar me so I used it again. And although she didn't spar it was still worth it. Not sure why you're bringing up an obvious joke from like what 6 months ago? Thirdly I'm gonna be using the playerworlds level editor tonight, I don't know why id be watching YouTube tutorials when I already know how to make levels and have been for like years now, I already know how to set collison, Set up GUI, Animations, plus I've made levels from tilesets that was pretty messy ( Not as messy as classic's but regardless still messy). Like when I made a level for the Solarus team, Which only took slightly over an hour. But as Crono said I'll try to create a level like swamptown tonight in about 2 hours or so. And you are correct, If classic switched the tileset right now to a new one it would mess up. Mainly on appearance i assume Collison would likely remain the same as its a different thing in itself. But what I was suggesting was not so much a new tileset to switch out the old one but a new one that the devs could use in the future. Example being they keep the old one which keeps all the progress in classic but a new tileset for say Interior, overworld, Ect. So if they need to create something instead of making it with the old tileset they could make it with the new organized tileset. |
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04-18-2018
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Banned
Join Date: Apr 2014
Location: Looking for clues!
Posts: 961
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04-18-2018
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The Eternal
Join Date: Apr 2017
Location: York Town
Posts: 1,152
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04-18-2018
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Banned
Join Date: Apr 2018
Location: North America somewhere
Posts: 79
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addtiledef2() has built in parameters to help do whatever you want. There should be a single centralized weapon that handles what tiles to use and when and where. |
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04-18-2018
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Banned
Join Date: Dec 2017
Posts: 253
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Either you're making excuses for a mediocore level after the fact, or your point makes no sense. As for what you said about how you're trying the graal levelling tool tonight, you're kinda ignoring everyones point here. Graals levelling tool is not only extremely unique in setup and execution, but it's extremely outdated. The programs you've claimed to have been using are much more modern, and they're worked on daily by developers with the purpose of being easy to use. In comparison, graals editor probably hasn't gotten updated since before most of its playerbase was born. So although you may have "Extreme developing experience" with other games, it'll have very little actual effect when it comes to graal developing. It's like people having a smartphone and not knowing how to use a telegraph from centuries ago. I wouldn't call myself an "developer" by any means, but I've worked on various small projects before with various tools, including the one graal uses. And from experience, I can say that graals tools take much more effort and time because of how outdated and over complicated they are. Obviously that doesn't mean it takes years for a NGS, but a decent "town" (Babord in this case) would take days or weeks of hard effort to be fully done. |
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04-18-2018
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The Eternal
Join Date: Apr 2017
Location: York Town
Posts: 1,152
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What I'm saying, Is if I could create a simple town set up, Set up all collision manually. Script a GUI. And personally set up animations and so on. without having any plan or the idea of what the level should or would look like and just freely create whatever, and what not. But when you have an actual design and concept of what you want, Where you want things like most game devs to create beforehand, Making the levels go way faster. Not all the game engines I mentioned are exactly updated frequently. Like Solarus. It's a pretty script entirely everything engine. And you could only place I think 2 tiles at a time. Plus if I am capable of creating levels in around an hour usually, Then I don't see any reason why an entire staff team couldn't do the same. And even as I said before when the Northern wilderness was released Dusty even said they spent only a day or so to create it. And for the overall map size, I doubt Babord would be the same size. Probably half that, Maybe more if we count interior and so on and add it up. But it would maybe at most take 3 days then if they got super fancy with it? Either way. I'm pretty sure my point still stands if they really wanted to have babord out soon, They would've probably already released it by now |
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04-18-2018
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Registered User
Join Date: Jun 2015
Posts: 461
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04-18-2018
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The Eternal
Join Date: Apr 2017
Location: York Town
Posts: 1,152
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