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Bt Builder
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Fri May 01, 2009 6:54 pm    Post subject: Reply with quote

Quote:
(It actually will allow even better graphics as well. Right now I've kept the images to 320x200 screen but it can support larger without a problem.)



I have all the tile sets I've made at a max resolution of 448x376, which is 4 times the original size. The main screen, however is maxed out at 640x400, but I could probably increase that to 800x600 without quality loss. Anything bigger and I'll probably have to redesign the GUI from scratch.


Speaking of....Dulsi, it would be best if the spell effects followed the original game, where they were parked to the immediate right of the view screen. I can widen those stone block big enough to incorporate sprites on them, but because of the text problem with the scroll and having to increase its size, kills the ability to place the spell effects under it. Maybe I'll repaint the gargyoles at the bottom of the view screen so they actually look like gargoyles and not a face! XD

If all goes well, I should have the Wilderness tileset done before the next release. I haven't even started on the City tileset, but that's 'cos I found out there's a limitation in the engine which only allows for two wall maps per set, which blows....


Oh don't expect monsters anytime soon....I'll do something to replace the default picture right now, but I'd like to get the tilesets done first.
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dulsi



Joined: 22 Mar 2007
Posts: 76

PostPosted: Fri May 01, 2009 7:48 pm    Post subject: Reply with quote

Methuselas wrote:
Speaking of....Dulsi, it would be best if the spell effects followed the original game, where they were parked to the immediate right of the view screen. I can widen those stone block big enough to incorporate sprites on them, but because of the text problem with the scroll and having to increase its size, kills the ability to place the spell effects under it. Maybe I'll repaint the gargyoles at the bottom of the view screen so they actually look like gargoyles and not a face! XD

If all goes well, I should have the Wilderness tileset done before the next release. I haven't even started on the City tileset, but that's 'cos I found out there's a limitation in the engine which only allows for two wall maps per set, which blows....


BTCS had the rolls reversed I believe so they didn't get in the way. Kinda silly the way BTCS did it, but having the bottom one roll the other way wouldn't look too bad. Then you still have the space underneath for magic icons. The main screen is actually configured through an xml file. If you want you can resize or move the text area, character display, or graphic window. At the moment they are placed to mimic BTCS. If you shrink the size of the text window it will cause problems with BTCS games have text that flows to the next line.

You misunderstood my comment about walls. BTCS has two different walls per wall type to allow people to notice that they are walking down a corridor. I would like something like that for dungeons but I'm not bound to that. If you have four buildings images available for city, I can add support for it. Right now btbuilder only support one wall but if I'm given nice looking images I will add the needed support.

The only reason I never put up screenshots on the website is because it looks ugly because I'm not an artist. If you need something to make it look good let me know.
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Fri May 01, 2009 8:04 pm    Post subject: Reply with quote

Ah, okay. So basically, I just need to make a second set of walls, per tileset. Is there any naming scheme I need to follow? Obviously, if I use the same name, I'll be over-writing the original files, so that's not what we're looking for.

As for tilesets, you can add as many as you'd like, 'cos maps like these, it's easy to crank out the textures.
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ZeroZero



Joined: 10 Mar 2009
Posts: 197
Location: Germany

PostPosted: Sat May 02, 2009 11:41 am    Post subject: Reply with quote

@ Dulsi

Ok, I did misunderstand the BT Builder project to be a rplacement for
the BTCS GUI, but still should use the BTCS runtime.

I now understand that the BT Builder was rather meant to be a complete replacement engine for both, the editors and the runtime, with the goal, to be able to create any RPG in a BT style, including the three original BT games.

I made a program in VB that can read and display all dungeon levels of BT1, just in case you will revive the BT Builder, maybe that info is useful to you.
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Sat May 02, 2009 7:40 pm    Post subject: Reply with quote

Quote:

I made a program in VB that can read and display all dungeon levels of BT1, just in case you will revive the BT Builder, maybe that info is useful to you.




A port of the BT Builder to the Windoze environment would help me out with graphics debugging tremendously. ;P
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Cpt_Vodka



Joined: 28 Jan 2009
Posts: 17

PostPosted: Mon May 18, 2009 5:16 pm    Post subject: Reply with quote

The tilesets are pretty cool so far... Very Happy
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Tue May 19, 2009 6:52 pm    Post subject: Reply with quote





Here's my first concept for the Warrior pic. This was done in Maya, without special lighting or anything. I plan on making as many of the internal images animated as I can. I'm waiting to hear from Dulsi to see if the MNG support is integrated yet.

Just so you wouldn't think I wasn't doing anything. Wink
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dulsi



Joined: 22 Mar 2007
Posts: 76

PostPosted: Wed Jun 10, 2009 3:19 pm    Post subject: Reply with quote

No support for mng yet. I've put together a new release of bt builder. It includes some of Methuselas's images. Two screenshots are on the website. I wanted to include more but haven't had the time and figured putting what I had up would be a start at least.
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dulsi



Joined: 22 Mar 2007
Posts: 76

PostPosted: Sun Aug 16, 2009 3:02 am    Post subject: Windows Bt Builder Reply with quote

A windows build of Bt Builder has been made. It isn't very user friendly yet. You will need to run it from the command line since it needs to be passed an argument of what BTCS game to load. Hopefully that can help Methuselas test his images.
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Sun Aug 30, 2009 8:01 pm    Post subject: Reply with quote

I have most of the monster slots finished. I only need to do about 20 or so of the 74 and of those, only 3-4 are of the blank slots, so there's about 16 monsters left that I need to finish. Not all of them are monsters, however. I've included a few pics I felt needed to be in the project, that weren't in the original. As soon as we get an editor, I'll probably hound Dulsi for more picture slots. =D

I'll post some pics, later.
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Sun Aug 30, 2009 8:24 pm    Post subject: Reply with quote




Here's the current picture slots for monsters and such, in game. I need to add a few more (about 20), but this will give you an idea of what Bt Builder will have to offer. I apologize now for the horrid quality. I was in a rush making this picture. I also apologize for throwing off the forum size. XD
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Chaney



Joined: 27 Jun 2006
Posts: 96
Location: California

PostPosted: Mon Aug 31, 2009 12:36 am    Post subject: Reply with quote

Looks Sweet!!
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Mon Aug 31, 2009 2:15 am    Post subject: Reply with quote

Some of these I won't be keeping. I'm not happy with the manticore or the black widow. I may pull the sea creatures so I have more room for monsters I wish to add, that I have models for, such as centipedes, wasps, mantis', etc.


These are just static, temporary images. I wish to animate these all, so I may have to zoom in more to give them more details. 112x88 isn't much to work with.
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Darendor



Joined: 14 Jan 2009
Posts: 668
Location: Red Deer, Alberta, Canada

PostPosted: Mon Aug 31, 2009 2:57 am    Post subject: Reply with quote

Well done on the progress thus far.
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Tue Sep 01, 2009 7:26 am    Post subject: Reply with quote

Thanks, but all the appreciation needs to go to Dulsi. I'm just providing graphics (and sound, eventually....Graphics are my first priority).

I was so excited when the BTCS came out and after I bought it, I was horribly disappointed. I couldn't do anything with it, so much was missing, such as SOSI, APAR and the UI was just horrid to use. I was mortified once I got it and it just sat on a shelf, never used, eventually lost. Then, I got the RPG archives and gave it another go. I was still disappointed with it.

That's when I came across BT Builder. The rest, as they say, is history.

If you want to show appreciation to anyone, show it to Dulsi. If he wasn't kind enough to work his code to be Windoze friendly, none of this would have happened. It's still raw, but it's a great piece of kit and I can't wait to see it more robust.
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