Quote:
Originally Posted by fowlplay4
player.level.tilelayers[n].tiles[x, y].type()
You should really figure out what the actual value for the top-left tile on the tileset is before you make the assumption that it's 0. In the Tile Format it shows up as AA. Checking for 0 might be fine...
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His complaint is legit. AA is simply the base64 encoding Graal uses to save the tile data in the .nw format. That format isn't really dealt with in GS2 at all. tiles[] returns integers, and Graal handles hex -> int and vice versa for you. Either way, 0 IS the top-leftmost tile, and not AA(since like I said, base64 is strictly used for saving/loading the levels and nothing else).
He is correct in his problem that Graal does not handle absent tiles correctly. Gonstruct optimizes the saving of layered levels to bring down the file size, so doesn't include nonexistent tiles when it saves. If Graal is reading these tiles as 0, then there is a problem(a non-existent tile isn't rendered in v6 as far as I know, so it's not the same as tile 0, or the half-grass tile).