1 Mar 2008 15:55
Re: Freeform wallmapping
Ralph Versteegen <teeemcee <at> gmail.com>
2008-03-01 14:55:11 GMT
2008-03-01 14:55:11 GMT
On Fri, Feb 29, 2008 at 8:10 AM, Adam Perry <arperry <at> gmail.com> wrote: > On Wed, Feb 27, 2008 at 4:54 AM, Ralph Versteegen <teeemcee <at> gmail.com> wrote: > > On Wed, Feb 27, 2008 at 7:29 AM, James Paige <Bob <at> hamsterrepublic.com> wrote: > > > On Tue, Feb 26, 2008 at 10:08:55AM -0800, Adam Perry wrote: > > > > Good morning! (If you're on the US west coast, anyway) > > > > > > > > I'm developing a schema for freeform wallmapping for a game with > > > > pixel-based movement and I thought it'd be best to fish for a little > > > > more input before making a decision. The basic parameters I'm looking > > > > for include the ability to make walls of any shape, including gradual > > > > slopes and other strange and interesting shapes. The area will be > > > > limited to a single screen, so there's no need to develop a generally > > > > applicable solution if a more limited one would work. > > > > This sounds suspiciously like pinball! > > Hmm, it's not, but now that you mention it, that would be awesome too... > Ah, I thought I had you for sure. > > > There would be another benefit to using map layers (NPCs too, I > > suppose): you could potential edit the wallmap more easily, visually. > > Or at least, you could if only we support different tilesets per layer > > (to see exactly what you're doing in the editor). But you might have > > give up two layers and the wallmap to get just 24 bits. At least, I > > think you can access hidden layers with plotscript commands. > > > > > > Bits 0-2: Top Y-position at X=0(Continue reading)
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