
03-07-2004, 08:21 PM
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Former Classic Staff
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Join Date: Dec 2002
Location: Northwest Vermont
Posts: 1,452
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Quote:
Originally posted by TB3
I have the same problem its wierd and using some of the animated tiles shows a different animate section tile but just doesnt show it actualy animated
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yea, exactly. I think the tilemap idea would be very good, though.
Quote:
Somewhat Originally posted by jake13jake (bullets didn't carry over through clipboard)
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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