Quote:
Originally posted by Loriel
That is the more sensible part of your post that imho would have deserved its own thread.
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http://forums.graal2001.com/forums/s...threadid=50200
That's somewhat similar to a post I made a long time ago. Except, makes more sense than what I said, and is a lot better, too. I got flamed a lot more on my thread though. Mostly because I'm not very good at explaining myself.
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Tileset Maps Idea-
- You assign a specific color using RGB (or possibly hex) to each type of tile in a text file. (wall,grass,swamp,etc.)
- You can make new tile types in the text file, that can be read through vars in Graal.
- You make a map of how you want your tileset to be read using the colors that determine how it's read.
Ex. for the txt file:
[123,123,123,wall]
[124,124,124,swamp]
[125,125,125,newwall1]
Then in Graal you could put (something like):
if (playerontile(newwall1)){
hurt 1;
}
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Expanding on Layers Idea-
- Add a dropdown menu in the level editor for tile layer.
- You have a set of layers, the lowest layer being 0.
- When you make a new layer you set a z value to the layer.
- A layer higher than 0 can have areas without tiles.
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I'm not trying to treat this like it's in Stefan's plans or anything, but outlines are fun. :P
Quote:
Originally posted by xManiamaNx
I've been thinking about converting pics1.png to the new tileset format. I might get bored one day and actually do it
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I actually think that pics1.png is a little bit bigger than the type 1 tileset.