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  #1  
Old 09-17-2001, 09:22 AM
Bhala Bhala is offline
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Bug in addtiledef

There is a bug in the script command addtiledef when you use type 1 title order. For some reason when it trys to show animations (ie the flower) it dosnt always animate them. Its really weird. Pls fix this in the next version.
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  #2  
Old 09-17-2001, 07:58 PM
Kaimetsu Kaimetsu is offline
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Re: Bug in addtiledef

Quote:
Originally posted by Bhala
There is a bug in the script command addtiledef when you use type 1 title order. For some reason when it trys to show animations (ie the flower) it dosnt always animate them. Its really weird. Pls fix this in the next version.
Why use type 1? Isn't type 0 the norm?
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Old 09-18-2001, 02:47 AM
SagaTCN SagaTCN is offline
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I'd like a proper explanation of type 1 tile order. -Yin
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Old 09-18-2001, 05:11 AM
Bhala Bhala is offline
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I know 0 is the norm but I want to make a new tile set useing the new title order because it is ezer to use....all the new tile order is that it groups all the same type of tiles together so it is ezer to find tiles, I am making a map for the new tiles
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Old 09-18-2001, 09:50 AM
Bhala Bhala is offline
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I have found more bug in the new tile order. Graal isnt useing the right tiles for chests, bushs, stones, pots. So you are able to walk through the open chest & the bush is still blocking after you use your sword on it....so on & so forth
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  #6  
Old 09-18-2001, 07:22 PM
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Type 1 is working correctly if you place the tiles on
the right places
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Old 09-19-2001, 02:32 AM
G_yoshi G_yoshi is offline
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Quote:
Originally posted by Stefan
Type 1 is working correctly if you place the tiles on
the right places
what do you mean by that? Are you refering to the image file itself, or the board that you put the tiles on?
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Old 09-19-2001, 02:37 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by G_yoshi


what do you mean by that? Are you refering to the image file itself, or the board that you put the tiles on?
The image file, I'd guess. That's why tiles do weird stuff that they're not supposed to do.
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Old 09-19-2001, 02:49 AM
G_yoshi G_yoshi is offline
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Quote:
Originally posted by Kaimetsu


The image file, I'd guess. That's why tiles do weird stuff that they're not supposed to do.
I would just like to know the format....would be very useful
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  #10  
Old 09-19-2001, 04:53 AM
Bhala Bhala is offline
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Quote:
Originally posted by Stefan
Type 1 is working correctly if you place the tiles on
the right places

I know the tiles work correctly BUT!!! Now the titles for the signs & the chests are moved so they dont show up corectly
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  #11  
Old 09-19-2001, 08:47 AM
Bhala Bhala is offline
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Here is format for the new tiles.....
Attached Files
File Type: zip tiles.zip (7.1 KB, 303 views)
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Old 09-19-2001, 09:06 AM
Cybnext_Design Cybnext_Design is offline
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Quote:
Originally posted by Bhala
Here is format for the new tiles.....
You could have atleast labeled what each section was.

That would have been nice. Cuz color coated with no labels tells me nothing.
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  #13  
Old 09-19-2001, 11:16 AM
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Does anybody know how type 1 works anyways? I know it let's you define which tiles are blockable and whatnot, I think.....
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  #14  
Old 09-20-2001, 05:31 AM
Bhala Bhala is offline
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oops sorry lol I made a new zip.....
Attached Files
File Type: zip tiles.zip (14.4 KB, 307 views)
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  #15  
Old 09-20-2001, 05:33 AM
Bhala Bhala is offline
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there are a few problems tho... I can not find the hurting underground & the signs, stones, pots....ects
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