Tile Submission Thread
- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
- Contact:
Here are some brambles, they're hazards:
I'll draw some more tonight when I get home again.
EDIT:
I got home. :)
I really hope we're using bridges, 'cause a mod is a bit boring without bridges. (Though there are good mods without them.) Here's a switch and bridge:
And some fence tiles, ends, gate, broken (pointy, should be dangerous):
And finally a stone blockset with perspective:
Enjoy!
I'll draw some more tonight when I get home again.
EDIT:
I got home. :)
I really hope we're using bridges, 'cause a mod is a bit boring without bridges. (Though there are good mods without them.) Here's a switch and bridge:
And some fence tiles, ends, gate, broken (pointy, should be dangerous):
And finally a stone blockset with perspective:
Enjoy!
Bump.
We now have the ability to have different tilesets for each level. If we set aside say, a quarter of the tileset for animating tiles (Since animation properties can't be affected.) we can vastly increase the number of tiles we have available. We can combine various ones together (Backgrounds, etc.) and do some really cool stuff.
What do you think guys?
We now have the ability to have different tilesets for each level. If we set aside say, a quarter of the tileset for animating tiles (Since animation properties can't be affected.) we can vastly increase the number of tiles we have available. We can combine various ones together (Backgrounds, etc.) and do some really cool stuff.
What do you think guys?
hehe
Animated point items.
2.5-D. Start off by taking what we have and extend it.
GALAXY caliber backgrounds. Seriously let's go nuts. We have the room.
But the very first thing:
I think we need to go back to the story thread, and map out all the types of levels, and make dead certain what the story is. Once that is done, then it's easier to make themed tilesets.
******
Side note about animation
Since you mentioned animation, I *think* I know how the program deals with it (see below).
Two possibilities if you were adamant about replacing tile animation.
1) Modify existing code to load tiles.
2) Write .TLA (Tile Animation) files (4 for every .TLI/.TLG pair) and load those over the existing code.
But yeah, unless we run out of room to put tiles (lol), levellass has the sane solution.
<details>
There seems to be an array [700][4] of short ints. So that's enough room for tile 0-610, in each of four animation frames. If you had a four-frame animation tile:
array[tileid][0] = tileid
array[tileid][1] = tileid + 1
array[tileid][2] = tileid + 2
array[tileid][3] = tileid + 3
and then
array[tileid + 1][0] = tileid +1
array[tileid + 1][1] = tileid + 2
array[tileid + 1][2] = tileid + 3
array[tileid + 1][3] = tileid
etc...
And the game cycles through four animation states (state = 0 to 3, repeat forever), and for each state the tile that is displayed to the screen is array[tilenum][state]
</details>
Animated point items.
2.5-D. Start off by taking what we have and extend it.
GALAXY caliber backgrounds. Seriously let's go nuts. We have the room.
But the very first thing:
I think we need to go back to the story thread, and map out all the types of levels, and make dead certain what the story is. Once that is done, then it's easier to make themed tilesets.
******
Side note about animation
Since you mentioned animation, I *think* I know how the program deals with it (see below).
Two possibilities if you were adamant about replacing tile animation.
1) Modify existing code to load tiles.
2) Write .TLA (Tile Animation) files (4 for every .TLI/.TLG pair) and load those over the existing code.
But yeah, unless we run out of room to put tiles (lol), levellass has the sane solution.
<details>
There seems to be an array [700][4] of short ints. So that's enough room for tile 0-610, in each of four animation frames. If you had a four-frame animation tile:
array[tileid][0] = tileid
array[tileid][1] = tileid + 1
array[tileid][2] = tileid + 2
array[tileid][3] = tileid + 3
and then
array[tileid + 1][0] = tileid +1
array[tileid + 1][1] = tileid + 2
array[tileid + 1][2] = tileid + 3
array[tileid + 1][3] = tileid
etc...
And the game cycles through four animation states (state = 0 to 3, repeat forever), and for each state the tile that is displayed to the screen is array[tilenum][state]
</details>
Alright just an update on the tile situation.
Animation can now be changed, and it's even better than the original! You can make four frame loops from any four tiles (that includes repeating tiles). Unfortunately, I don't think masked animation will work.
I think hazards should always have a "die" or "danger" sign next to them the first time the player sees them.
Animation can now be changed, and it's even better than the original! You can make four frame loops from any four tiles (that includes repeating tiles). Unfortunately, I don't think masked animation will work.
I think hazards should always have a "die" or "danger" sign next to them the first time the player sees them.
- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
- Contact: