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  #1  
Old 04-11-2008, 02:55 AM
DustyPorViva DustyPorViva is offline
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Dynamic tileset type 1

This won't work with type 0 tilesets.
Anyways, all the way to the right of type 1 tilesets is nothing but the top being non-blocking and the bottom being blocking. Because of this, I figure this idea might work. Have it so we can 'extend' our type 1 tilesets to the right, and just let it carry on the type of tile(blocking/non).

If this doesn't make sense, just imagine being able to add on to the right of type 1 tilesets.
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  #2  
Old 04-11-2008, 03:21 AM
cbk1994 cbk1994 is offline
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Yes, please!

I've been wanting to be able to extend tilesets forever, but I never got around to making a thread.

Total approval
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  #3  
Old 04-11-2008, 12:32 PM
Admins Admins is offline
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You mean for larger tilesets than 2048x512 ?
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  #4  
Old 04-11-2008, 01:24 PM
DustyPorViva DustyPorViva is offline
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Yes... but, only adding tiles to the right of the tileset to keep things simple... look at the attachment.
In this example, the area on the right of the black lines is what I 'added' on--beyond the default tileset size.
Attached Thumbnails
Click image for larger version

Name:	tileset_addon_example.png
Views:	235
Size:	190.0 KB
ID:	44361  

Last edited by DustyPorViva; 04-11-2008 at 02:55 PM..
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  #5  
Old 04-11-2008, 02:16 PM
Eranian Eranian is offline
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Cool idea
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  #6  
Old 04-11-2008, 05:37 PM
zokemon zokemon is offline
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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.
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  #7  
Old 04-11-2008, 05:40 PM
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But Stefan wouldn't be Stefan if he couldn't work around it?
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  #8  
Old 04-11-2008, 07:42 PM
Skyld Skyld is offline
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Quote:
Originally Posted by Dan View Post
But Stefan wouldn't be Stefan if he couldn't work around it?
He would probably have to either drastically change how .nw files work and break every existing level, or invent a whole new format.
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  #9  
Old 04-11-2008, 08:30 PM
DustyPorViva DustyPorViva 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.
I was aware there would be limits because of .nw, I wasn't aware that it was already used up

As for foreground background... I have absolutely no idea what you're talking about.
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  #10  
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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  #11  
Old 04-11-2008, 10:34 PM
Codein Codein is offline
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I support this idea.
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  #12  
Old 04-11-2008, 11:20 PM
Inverness Inverness is offline
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All NW files have "GLEVNW01" as a header.

Stefan can just make a new format with "GLEVNW02" that would indicate that the level file is in the newer format.

That way none of the old levels would be broken.

Of course then Stefan has to be willing to update the level editor and all that other good stuff to support the new format if he chooses to add it.

GLEVNW02
BOARD 0 0 10 0 "1,45,235,5325,533,2,42,4,25,535,324"
BOARD 0 1 10 0 "1,45,44,234,124,2345,2314,123,123,412"
BOARD 0 2 10 0 "34,4223,200,200,200,200,200,200,200,45"
BOARD 0 3 10 0 "34,4223,200:7,45"

Example of new board format (not to full size obviously) where an array of tile numbers are used. In the last line one of the entries is 200:7 meaning that 200 appears 7 times, making it identical to the line above it. A simple compression technique.
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  #13  
Old 04-12-2008, 03:54 AM
Angel_Light Angel_Light is offline
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We changed from .graal to .nw. Why not from .nw to .g5? and Maybe in this format Enable GS2! >:O
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  #14  
Old 04-12-2008, 04:12 AM
DustyPorViva DustyPorViva is offline
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The problem with going to a new format is then we'd never be able to use the external level editor... that would suck
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  #15  
Old 04-12-2008, 04:16 AM
cbk1994 cbk1994 is offline
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If they made a decent internal one, there would be no need for the external one.
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