View Single Post
  #35  
Old 03-07-2004, 08:21 PM
jake13jake jake13jake is offline
Former Classic Staff
jake13jake's Avatar
Join Date: Dec 2002
Location: Northwest Vermont
Posts: 1,452
jake13jake will become famous soon enough
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
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;
}
-------------------------------------------------------------
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.

Reply With Quote