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Tiling Dat File's
For the new tilesets that people are making you could include a small type editor which allowed you to produce a dat file for the entirity of the tiles in the png. and when its saved it could be uploaded to the server and set as a non client changable flag to the player at certain points. Also the file would not run if it was not d/led first or date / time matched servers or something nifty like that. Of course being it only small ammounts of data in the file it could be set to download to the client everytime it was accessed.
Also a function to call certain frames in a gani file for single sprite animations. Such as a person could make a bunch of single sprites in one gani and then call them by their frame. that would be good for some animations like holding a trophy then 2 trophys then 3 trophies just a small animation for effect but no having to download multiple ganis for every single small animation ;) Thats all i have to say for now as im stressed for time ;) |
that would be nice, also it would be cool if u could replace the sprites
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I prefer just making my custom tile definitions in a custom NPCW which controls the players movements.
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Sure but....
It would be easier to have definite tile defintions for all objects and players for different tilesets .. It would be kind of idiotic to make clientside scripting onwalls for everysingle tile in a new tileset or more than one tileset for every npc that moves and everyplayer it would also be complications with tile detecting aka the blue water that is around you when you walk in water or the grass around feet in deep grass . If we had an editor to control that it would be much more efficient.....
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TB3's idea sounds very good. |
To my knowledge, arrays.dat controls literal tile definition such as blocking and swimming tiles...it would be increadibly nice to have a custom arrays.dat that allowed tilesets to be larger and more organized than pics1.png is now. It could be like how it is in RPM2k where in the game editor, you can set how the tiles in the base layer behave...maybe this would also allow for extra tile layers? That way you wouldn't have to use image NPCs that will block the player...it would simply be nice to have a 2nd or 3rd layer that allows you to add in tiles that can block and so forth...kind like this, layer1: 3D terrain, layer2: blocking tiles/swimming/etc. layer3: overlay tiles which the player will pass under like treetops (would save me and others the time and effort of making image NPCw with drawoverplayer redundantly...and since levels are basically saved now as plain text they can't be that big if you have another 2 layers :/ and just think how much this would save on lag if fewer NPCs were in the level :p
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