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When you use addtiledef2 on a gmap, you don't see the tile definitions until you're actually IN the level. So if you're in an adjacent level, all you'll see are tile errors.
The most you can do currently is plan your tilesets effectively. Create separate tilesets for interior tiles and exterior. Addtiledef2 will work fine for interior levels(not gmaps), so you can efficiently do color swaps and such for different interiors with addtiledef2. I don't think it's possible to expand the tileset anymore because the current tileset maxes out the NW base64 format. |
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Edit: 3.5k posts, booyah! And Dusty was faster. Drat. |
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So you're probably right o-o |
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Stefan might be able to expand the characters used in the NW base64, but I'm not sure.
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He should just make it unrelative to the amount of tiles in a Level :s
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Therefore a level would have more tiles, no?
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Let us choose what each till will do in a simple program to set up on our own server, and that would be perfect x_x
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Currently, all tiles from the tileset can be put in 1 Level
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I support this so much. |
Sounds like Graal isn't the best platform for your "real non-unrealistic-childish" game. Even Flash would be a huge step up if Graal doesn't have what you want.
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