.NW Level capabilities and file format
I'm looking for more information on .NW levels' capabilities, and have found a distinct lack of documentation on the web.
I've heard that the .nw files allow multiple layers to be used, how is this stored in a file? So far, I've gathered the simple file format for a one layer map. Quote:
1) OldScript NPCs are deprecated, right? How would one place new NPCs? Obviously, Graal maps using the fourth Cartesian quaternion (I.E. 1,-1 through xINF,-xINF) however, mappings are stored as though in the first quaternion (I.E. 1,1 through xINF,xINF), which took me a second to adapt to before I could read the tile data from the file in raw form. I'm quite a bit perplexed by a few things. Any comments or advice would be much appreciated. |
Rise of the board = layer. It's always 0 because the default layer is always 0.
|
Quote:
Is it possible to create maps larger or smaller than 64x64, or is that a set in stone limitation, that is achieved by using GMaps? I've also been wondering something for a bit, with the GMap feature, will multiple tilesets be shown at once, let's say you are on the border of a desert, which uses a completely different tile set than the grassland you stand on. In this case, the map to your left will be visible, due to the GMap's linking feature, but will it use the tileset you assign the desert maps, or will it use the grassland tileset that you have assigned the current map? One more thing: How many layers can a map have, and can these layers overlay the player? Or is it all defined by the title data, what blocks and what doesn't? |
Quote:
Quote:
|
Quote:
Quote:
Quote:
|
So whats the use of several layers of tiles if they cant overlay and be over the player?
|
They would still be very useful, if there was any feasible way to use them. Mainly for eliminating multiple tiles for various terrains.
But ya, it sucks you can't draw them over the player(would remove the use of probably 50%+ NPCs made just to draw something over the player). |
Quote:
|
Yet, it all fails because WE HAVE NO EDITOR THAT CAN EDIT LAYERS!!!
****ity **** **** ****in ****. Dammit. |
XD Do it by hand. When I make tile based games I do the levels by hand.
|
I've shown many uses of tilelayers to the Graal community even without being able to overlay players, etc.
And about the editor: If you all really want a level editor with good tilelayer support, tell Stefan to fix the bugs in the new version that I reported 3 months ago as well as implement the taskbar button feature (so the external window will literally be treated like a seperate window with its very own place on your taskbar). So far, I've heard people interested in the editor even managed to get a few people PM me about it but I'm pretty sure I'm the only one that has been bugging Stefan about the features/bug fixes and I got very little support in my feature request/bug fix threads. So why bother, huh? I guess people think I have more power then I really do? I honestly don't know. |
Quote:
|
Quote:
|
Quote:
|
Quote:
I'm working mine in Java. I've got the tile-selection and laying working, but I haven't gotten multiple tile modification or multiple layers working that well. Plus, I haven't built my NWFileStream class yet, so it doesn't load or save. I've made a really ugly, hacky editor, so in a few days, it should be ready for public consumption, and in a week or two, the code should be cleaned up enough to put it on sourceforge as an open-source editor. |
All times are GMT +2. The time now is 08:54 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.