wooden treasure chest [committed]

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wooden treasure chest [committed]

Postby mrvertigo27 » 07 Dec 2009 20:02

I submit for upstream the first of a few Treasure chests to be used with the new key system.

i am confidant that this is 100% ready for inclusion in game, I would however like to ask for feedback on the metal chest.
Last edited by mrvertigo27 on 08 Dec 2009 17:56, edited 1 time in total.
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Re: wooden treasure chest

Postby FluXy » 08 Dec 2009 13:01

The biggest part which are the wood paths are not clones and also all still have 1606 nodes.
Did you forget that or is there a reason why it is still that way ? (Should be easy to do)
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Re: wooden treasure chest

Postby mrvertigo27 » 08 Dec 2009 17:51

yep, i forgot that one :P got it down to 176 nodes but that did not change the size much I also cloned the wood grain on the chest i did simplify the wood grain inside the lid and that took it down quite a bit
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Re: wooden treasure chest

Postby FluXy » 09 Dec 2009 02:30

You forgot most of it :P

I took a shot at it and it took me almost 2 hours :shock: :
- The big paths are down to 2 base objects which are cloned and I even hand optimized the paths a bit.
- The page size is also fixed and the chest fits into 1024x1024 now.


I did not yet commit it so you can take a look if everything is still correct :)
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Re: wooden treasure chest [ready for commit]

Postby mrvertigo27 » 09 Dec 2009 02:48

well, i'm happy with everything even the re-curve of the lid, except the wood planks do not extend to the end of the chest sides. I left the wooden board behind the key hole complected because I feel that the simplified version simply does not look as good, I am willing to let that go though, as long as it gets the chest in game. I guess my eye for detail is not as good as yours as these are the only changes that I can see.

thanks for the help!

oh, and ive attached a picture to illustrate what i mean about the lid boards, if this was left this way for a reason then dont worry about it.
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Re: wooden treasure chest [ready for commit]

Postby FluXy » 09 Dec 2009 03:09

Changing the width of the boards was not intended, you can change the width back.
If the wood path on the board does not look good you could try to create a new path which maybe looks better with a small amount of nodes (<500) or modify the current path but i don't know if that would be worth the time as it will be very small ingame and not that noticeable.
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Re: wooden treasure chest [ready for commit]

Postby mrvertigo27 » 28 Dec 2009 04:48

FluXy wrote:Changing the width of the boards was not intended, you can change the width back.
If the wood path on the board does not look good you could try to create a new path which maybe looks better with a small amount of nodes (<500) or modify the current path but i don't know if that would be worth the time as it will be very small ingame and not that noticeable.


will work on this soon, my free time as of late has been running short, i may be a ghost until the end of February but I will be pop in and be back This is priority one right now.
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Re: wooden treasure chest [ready for commit]

Postby mrvertigo27 » 30 Dec 2009 04:28

ok, here for final submission (hopefully)
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chest_fixed_final.svg
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Re: wooden treasure chest [ready for commit]

Postby FluXy » 04 Jan 2010 13:51

It's in SVN 1614.
It's not in the editor as it should be an active object.
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Re: wooden treasure chest [committed]

Postby mrvertigo27 » 04 Jan 2010 15:41

what is an active object? i dont believe ive heard this term before in respect to SMC
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Re: wooden treasure chest [committed]

Postby Crabmaster » 04 Jan 2010 17:02

what is an active object? i dont believe ive heard this term before in respect to SMC


example of an active object, furball, item box, maryo etc. :mrgreen:
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Re: wooden treasure chest [committed]

Postby mrvertigo27 » 04 Jan 2010 17:12

but all of those appear in the editor.
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Re: wooden treasure chest [committed]

Postby Crabmaster » 04 Jan 2010 18:02

Yes but there coding is finished. :mrgreen:
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Re: wooden treasure chest [committed]

Postby BowserJr » 04 Jan 2010 18:22

^Those appear in the editor because they're in the level_items.xml file, not because they have "editor_tags level" in their settings file. ;)

Basically, this item needs code to do anything, so they don't appear in the editor as objects.
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