I have a map created with the objects and such in it, and i do compile it, but when i run the program it comes up to a black screen, but i used a verb called "tell" so i can individually talk to a mob, and one mob appears on when i tell. So my question is how can i fix the map problem so i can see the graphics? I think it has something to do with areas and where i begin on the map.
Any help is greatly appreciated thanks!
ID:180878
Jan 13 2001, 10:49 am
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On 1/13/01 10:59 am Guy T. wrote:
I think it has something to do with areas and where i begin on the map. Actually what I wanted was the sample code, but the weird thing about this is that when i go to your tutorial simple file it will run the tutorial graphics fine, and when I goto mine I run the game and it just comes up with a black screen. I checked the code, and they both matched prefectly. What am I doing wrong? | |
On 1/13/01 6:27 pm Orb wrote:
Actually what I wanted was the sample code, but the weird thing about this is that when i go to your tutorial simple file it will run the tutorial graphics fine, and when I goto mine I run the game and it just comes up with a black screen. I checked the code, and they both matched prefectly. What am I doing wrong? What is the name of the map file? It will only load automatically if it's called by the same name as the .dme file (with a .dmp extension), like so: MyGame.dme MyGame.dmp | |
On 1/13/01 10:53 pm Deadron wrote:
On 1/13/01 6:27 pm Orb wrote: Ok I just did that, but it still comes up to a black screen when i run the game. Is there a code to show where you start out at or what? | |
On 1/14/01 1:46 pm Orb wrote:
On 1/13/01 10:53 pm Deadron wrote: Could you post the code you are using? Then we can probably see what's happening. Here's a guess...are you doing a mob.login() function? If so, you have to make sure it calls the superclass to have your mob be placed on the map automatically. Like so: mob Login() // My stuff // Call the superclass Login() method... return ..() Now that always places your mob on 1,1,1. If you want it placed elsewhere, then you can do it yourself, like so: mob Login() // Put the mob at 5, 5, 1. var/turf/destination = locate(5, 5, 1) Move(destination) return ..() If this doesn't work, please post some of the code you are using and we'll be happy to figure it out. | |
On 1/14/01 2:07 pm Deadron wrote:
On 1/14/01 1:46 pm Orb wrote: Ok Thanks it works now. One last question about graphics files. Can you put .bng graphics in there? I am trying to use rpg 95 and 2000 graphics and I just cant figure out how to do it. Again any help is useful. | |
On 1/14/01 2:17 pm Orb wrote:
Ok Thanks it works now. One last question about graphics You'll need to convert them into window bitmaps (*.bmp) files. I don't use them myself so I don't know what graphic programs include a converter for that file type. | |
On 1/14/01 3:01 pm Gabriel wrote:
On 1/14/01 2:17 pm Orb wrote:ok I have the bitmap images ready to go but it wont load them. I have grapchis from rpg 95 and the thing with it is, is that it has all graphics onto one file so it wont load properly, so is there anyway to cut and paste a file onto the byond dmp or dmi file? | |
On 1/14/01 3:12 pm Orb wrote:
ok I have the bitmap images ready to go but it wont load When I was using bmps in the past, I had to make sure that they were all 32x32 and that the colors did not exceed the minimum supported by BYOND (I'm not sure of the minimum right now, but it looks like it's 256). I remember that copy/past worked and that there is an import filter on the toolbar (Graphic/Import... I think it's called now). Beyond that, not sure much more use I can be -g-. Generally, I had no problems. I created all my grpahics using corel photpaint, cut them into 32x32, then imported an entire directory of the graphics. I had over 1000 files that were imported and I gave up on using that tactic to create my maps. Now I'm waiting for the ability to import larger bitmaps directly -g-. | |
On 1/14/01 3:12 pm Orb wrote:
ok I have the bitmap images ready to go but it wont load them. I have grapchis from rpg 95 and the thing with it is, is that it has all graphics onto one file so it wont load properly, so is there anyway to cut and paste a file onto the byond dmp or dmi file? As Gabriel mentioned, they need to be cut into the 32x32 chunks (which RPGMaker icons are). You can use Picture Dicer to do this: http://www.ziplink.net/~shoestring/dicer01.htm | |
Hmm... not sure, but it's probably something we old-timers can help with! Can you post some sample code?