Levels

Was looking for recommendations on art for levels. Maybe something that could be used as a template....want to try a short level with a playable character and entity like a box or control panel. Also when I used to make levels with GTK radiant you always had to some source of light and was curious how that was done...just something simple to get me started. Would appreciate any insight or advice

Thank you
 
The game I want to add a level to is the GI Joe game. I guess it comes under beat em up....although there are some weapons and vehicles. The problem for me is understanding what is something the engine can handle.
 
Hum, what do you need? I am a bit confuse.
Do you need suggestions for graphics?

The problem for me is understanding what is something the engine can handle.
The engine can handle a lot of things and its more about what it doens't handle :)
What do you need help with?
 
O Ilusionista said:
Hum, what do you need? I am a bit confuse.
Do you need suggestions for graphics?

The problem for me is understanding what is something the engine can handle.
The engine can handle a lot of things and its more about what it doens't handle :)
What do you need help with?


Well that's kind of what I meant I didn't want to choose something the engine can't handle. I guess just a background template for a level I mean I know you can add things like panels and boxes I am used to editing games that already have textures in their editing tools. For instance Jedi Academy had all the art from the game which you could manipulate or stretch. I have been searching through google looking for art but backgrounds
 
I guess I am just used to newer game with engines that have editing tools like the engine for half life and Jedi Academy. In those you always had a lot of things at your own disposal. I thought the older games would be much easier to learn but I think they were just a different approach than today. 
 
Others answered the how perfectly, but I can give you the "what". Since you mentioned polygon based engines I'll try to speak in those terms.

Backgrounds: Backgrounds are comprised of an unlimited number of layers. Each layer is a repeatable 256 color or 24bit RBG color image with any number of special effects applied. The play field is another layer, made up of three tiles. It's all explained here, and less complicated than it sounds.

Lighting: OpenBOR supports a single realtime light source out of the box. By default this controls angles of shadows and reflections. You can also configure it to add glow effects, clipped tinting, fading, and so on. There's no pixel shader, but you can can simulate the same end result. If you want, more light sources can be added, but you'll need to script them manually. While it's possible to do this at the sprite level as nsw25 said, it is neither required nor recommended. Instead, it's handled on draw (what you'd call render) by a series of real time graphical adjustments we call drawmethod

The short version is stuff like SOR4 is easy money for OpenBOR, but don't try to compete with that stuff out of the gate. Worrying about what the engine can do when you don't even know how it works yet is getting the cart before the horse.

Crack open a basic module and play around a little. Adjust some things here and there just to see what happens. Ask us questions about things as you go. Pretty soon you'll get the hang of it and be on your way.  :)

DC

PS, since I hadn't said it yet, welcome to the community Wombat2112!
 
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