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  #1  
Old 04-11-2008, 10:14 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by zokemon View Post
Do you understand how .nw files work? Each tile bit can only be a number between 0 and 4095 which means there can only be 4096 possibilities. Extending the tileset would make it impossible to place the new tiles as they would just be modulated back to the beginning tiles.

You should also take note that the blocking/non-blocking tiles on the right of type 1 and the ones to the left of them are not the same. One is foreground and one is background.
Saying that "It would take a lot of work" or "we'd have to change things to make it happen" isn't an excuse.

Just make a new, simpler format maybe? NW is pretty simple, but it could probably be made more simple.

Imagine a format like this:

PHP Code:
GLEVEL
WIDTH 1
HEIGHT 1

LAYER 1

TILE 0x0
3x4 6x9 42x78
END LAYER

LAYER 2
etc
END LAYER
SCRIPT AT x
,y IMAGE block.png
// script
SCRIPTEND 
That seems a lot like BASIC ... but it would allow infinite extension since you are using the x and the y. Would probably be easier to make level editors as well. Also could allow larger levels.
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Old 04-12-2008, 06:45 AM
zokemon zokemon is offline
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Quote:
Originally Posted by cbkbud View Post
Imagine a format like this:

PHP Code:
GLEVEL
WIDTH 1
HEIGHT 1

LAYER 1

TILE 0x0
3x4 6x9 42x78
END LAYER

LAYER 2
etc
END LAYER
SCRIPT AT x
,y IMAGE block.png
// script
SCRIPTEND 
That seems a lot like BASIC ... but it would allow infinite extension since you are using the x and the y. Would probably be easier to make level editors as well. Also could allow larger levels.
Oh man, the files would be insanely huge. The whole point behind the .nw format is that each tile only takes up 2 characters in text format.

Besides, in case you didn't know, the current file layout already has a layer variable in it. Stefan was smart and added that into the .nw format when he first created it.
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  #3  
Old 04-12-2008, 07:21 AM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by zokemon View Post
Oh man, the files would be insanely huge. The whole point behind the .nw format is that each tile only takes up 2 characters in text format.

Besides, in case you didn't know, the current file layout already has a layer variable in it. Stefan was smart and added that into the .nw format when he first created it.
So... about that foreground stuff. What exactly is the difference between foreground tiles and just non-blocking?
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  #4  
Old 04-12-2008, 05:05 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by zokemon View Post
Oh man, the files would be insanely huge. The whole point behind the .nw format is that each tile only takes up 2 characters in text format.

Besides, in case you didn't know, the current file layout already has a layer variable in it. Stefan was smart and added that into the .nw format when he first created it.
I know, that was just an example of the kind of things that could be done.

Like I said, we don't need a new external level editor. If an in-game one is developed that works well, then why wouldn't we use it? It would be much easier to update as well assuming there is a new format, which won't happen.
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Old 04-12-2008, 05:29 PM
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What I dont like about the whole no-external-level-editor stuff is...how are new players/developers going to learn how to make some good levels, for example?

Edit: Without getting hired/purchasing a playerworld.
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