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Tiles blocking
I have an array of tiles x,y and want them to block and not block in code. Is there something as simple as array.block()? Ive tried .block, .blocklocal, and .blockagain, but none worked.
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I don't think there is anything like that possible with default.
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Nope... :{
Just move the tile to a blocking tile inside the pics1.png and re-name your image (not re-name to pics1.png...) sorry |
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not really lag... lol are you doing it for cliffs and cave enterence?
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ran out of room on the tileset, so some cliffing that is by the water doesnt block, and it shouldnt per the tileset, but we can't move it, and we need it to block.
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hmmm
just do in a script HTML Code:
function onCreated() {HTML Code:
function onCreated() { |
Thanks. ^^
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If it's just for looks, you can get the same effect using tile layers.
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I think tile layers are also manipulable by script as well if that approach is desired. |
You can also counter this problem differently. If you have a wide range of tiles (you said you ran out of blocking tiles, so I guess you do) you could just lay the needed tiles over some already existing blocking tiles using addtiledef2(). For example, if you have some special mountain tiles, but there are no mountains near those watery cliffs, just use addtiledef2() in the levels where those watery cliffs are.
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oo good idea @ Crow
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Could you give an example of using addtiledef2() to do that por favor?
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addtiledef2() works like addtiledef(), but instead you use small image chunks and also pass the coordinates (where you want to place the chunks) as arguments, in pixels. Example:
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What is the most efficient way, tile layers or addtiledef2? I dont want to create any more lag than there already is. If theyre both the same, I suppose they'd take about the same amount of time to find all the levels, rather just using gonstruct to edit all the levels.
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I've tried using Gonstruct personally and found it to be buggy on my machine, while the original was just fine. So I'd opt for addtiledef2 if you just want something simple, it's a nice way to add tiles for special cases/zones.
Efficiency really doesn't matter here since the differences won't be noticeable. |
addtiledef2 is the easiest way to do it, i've never understood how to get the layers working on graal, because every time i try, i end up viewing only one layer :\
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Just figured out layers = easy with gonstruct. Since we're redoing the entire over world and tileset, we're just going to use layers.
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i never got layers to work properly :( |
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Wont work in testing offline in regular graal editor either. I still cant get gonstruct to execute the level to test in itself. I just upload it and test unfortunately. -_O |
I totally forgot about save[] o.O thanks! Also, yeah blocking with setshape2 is fun.
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would save me alot when it comes to levelnpcs. |
can't you only store integer values using save[]? I've never used it, but I think that's because when I tried there was some kind of limitation
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