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Updates -GUI&Inventory are updated (obviously form Mikes post) -Bounty system has been mildly started. -Stats system is being worked on (leveling skills) -HP and melee base systems are completely done (hit detection is on) -GMap made 'some' progress since last post -Tiles are now being added to stay away form Era's style! Questions, Ideas and concerns are still and always welcome! |
Personally I wouldn't bother making diagonal wall tiles until there is proper support for tile layers.
And then you can add the diagonals on a new layer with transparency at the bottom, so you can use the one type of diagonal wall on all floor type without making multiple copies on your tileset. |
Yea that would have made things a lot easier. But I already made the base and setups for the rest of floor tiles I add to the walls angles, so its all good now.
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Update I made a new Sig for Int! |
Hmm? I dunno, it's never bad until you run out of room... and that really sucks when you already have a whole overworld and many interiors done, and you have to do a whole new tileset layout.
I find a general good layout would be to have a tileset for the exterior, and a tileset for the interiors... and addtiledef2 for changing wall tiles(much like palette swapping), and floors and other stuff that would frequently be different. It means less creativity because you can't use outside tiles inside, and vice versa, but you have SO much more room. |
Yea I already thought about doing that. But we started the OW and such, and have a good bit of tiles. Idk what I'm going to do at the moment.
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If you decide, do it early. In the end, even if you run out of room using the 'normal' method that you're doing now... you can just addtiledef2 when it's needed. It's just more inconvenient.
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Okay thanks, be ready for a PM soon to further explain how to use addtiledef2 :D
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Ok, I'll answer it here...
addtiledef2 is very similar to addtiledef in functionality, except that it's overlays an image over the tile, instead of replacing it. The prefixing works the same. If you do: addtiledef2(imagecrap,"ow_",0,0); It will replace the tiles at the 0,0 pixel coordinate in the tileset for all levels starting with ow_. Now, you can also do: addtiledef2(imagecrap,"ow_a01",0,0); to replace tiles specifically for level ow_a01 an none others. I suggest this whenever you use them on the overworld, so you don't get unintended tile errors. |
I'll play around with it then, doesn't sound all too hard. I did it a bit on Icarus before, but it kinda faded from my memory.
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Remember, the coordinates you use are pixel coordinates, in the tileset image itself.
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Ya I got it
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and the tile...is...finished...? |
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