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Steven Colling

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A member registered Feb 09, 2014 · View creator page →

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Absolutely adorable!

As addictive as an idle game should be!

Great concept, but what I like the most is the overall style (artwork, sounds, music) and how you executed it!

Amazing concept and execution!

The intro cutscene was really cute. Congrats for putting this into a game jam game! :D

Very fun and challenging, love the Devil Daggers inspiration! I survived long enough that the game started lagging because of the amount of enemies spawned! :D

What a clever concept, and the artwork fits it very well, too!

That's a really nice concept for the shooting mechanic, making the player plan around his shooting trails! :)

Really cute puzzle game and nice take on the theme! :)

It's such a long time, I honestly can't remember. I think I implemented a kind of brush system where the generator is painting land and terrain like grass in random directions (basically a big circle moving around on the map), but I'm not sure and the source code is inaccessible and stashed away in backup files. I'm sorry I can't be of more help! :( The objects on the map like rocks and plants were actually just random placements.

I mean, you could also fire up an image editing software like Krita and edit the progress bar into the desired length.

For that case, you usually tile the texture. The basic idea is to draw the left part of the progress bar, then repeat the middle part until the desired length is reached and then draw the right part. What engine/framework do you use?

I used XNA/MonoGame for this. I never used Godot or GameMaker, at least not yet! :)

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This should be transparent as far as I'm aware of... can you send me your script file, so I can have a look? (info@stevencolling.com)

Edit: this was a bug and it is now fixed in the version 1.3 of Tile Builder! Thanks for pointing out the issue. :-)

Out of curiosity, what tool did you use?

Do you mean this? If so, there isn't really a source file (it's all drawn on one layer). If you mean the shore around the example map at the very top, it's also directly drawn around that map on one layer, but here is the source file nonetheless.

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Hey BlueCorvid!

Sorry for the inconvenience! :(

The tiles should work with HexKit. Also sorry for the cascade of questions, but I hope we can fix the issue together! Which tiles are you trying to make work with HexKit? With a border or without one? Flat or pointy? What do you mean with "empty borders"? Can you post a screenshot of it looking weird?

Thanks for taking the time!
Steven

The documentation in the pack includes (almost at the bottom of the page) a color palette table of all the colors used in the Isle of Lore 2 series! :)

Thanks! Wrote it down for future updates! :)

You could render a square and then use the single elements from the pack (trees, bushes etc.) and create the tiles in the engine direclty. What do you think?

Do you require square tiles for a video game project and if so, which game engine or framework (Unity, Godot etc.), or for a print project?

I will answer your question in the "Isle of Lore 2: Hex Tiles" comment section! :)

Yes, it's totally fine to use it like that! And I'm always happy to receive things done with my art! :D

I'm considering it for Color Mapper and Tile Builder! :)

Thanks! :3

The idea was to make overlaying images (like borders, locations etc.) easier and more consistent, especially in respect to some tile mapping programs where you have a fixed tile size. That means you could switch out tiles with different borders and apply location overlays without having to change anything regarding their size or positioning, as everything is 840x840px.

Do you need help cropping them or was it more a question out of curiosity? :-)

Thanks! Great to hear you resolved the issue and thanks for sharing the solution with others here! :)

It's a .NET console application. I'm not familiar with Linux (at all), but have you tried to use WINE or similar? If you find out that I have to re-compile or re-package my app in a different way (on Windows) to make it possible to emulate on Linux, let me know! :)

Thanks! :)

Sorry for the late reply, but I was traveling! Have you managed to get the Steam key and/or did you write to the itch.io support? I think there should be a "request key" button somewhere on the purchase page (do you have the email from the purchase with a link to click on to get to the purchase page, by any chance?). From my side, there are still enough Steam keys available and ready to go.

It wasn't my intention to go back and redraw the older asset packs, but batch-saturation could be something I could either write a tool for or add to Color Mapper... let me think about it! :-)

Great, happy creating! ;)

Glad you like it! :D

Thanks kantal! :D

Hey! Let's have a look at this:

1. Depending on if you want to make a flat-bottom or pointy-bottom hex map, copy all the flat-bottom or pointy-bottom tiles from "HexMapMaker\Tiles\Isle of Lore 2" into a new folder somewhere. All the folders with flat-bottom tiles start with "flat." and all the pointy-bottom tile folders start with "pointy.".

2. Create a new map with "File > New" and choose flat-top if you want flat-bottom tiles (or pointy-bottom otherwise).

3. Go to "File > Import Tiles" and navigate to the folder you copied the tile folders into and click on the "Select Folder"-button in the bottom-right of the file dialog. Do not select or navigate into any tile folder!

4. A window should open up where you can adapt a yellow line. Change it in such a way that the yellow line is right in the middle of the thick black tile border. It usually already is when I'm importing tiles. Then click "Save".

5. In the toolbox window where you can choose the tiles from, select "Isle of Lore 2" (or whatever you named your tile folder) from the drop box.

6. You should now be able to click on the tiles in the tile palette and then place them on your hex map.

If you get stuck somewhere, let me know! :)

You didn't miss anything! After your comment, I added that info to the web page today! :D

Thanks! The pack comes with 2 more borders (one thicker and one thinner) and together with my Tile Builder tool you can re-export all the tiles automatically with a thinner border (or no border at all).

I'm actually thinking about releasing the source code!

Yes, finally! :)

yay