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Re: [Bontz-team] tiles


From: Chuck
Subject: Re: [Bontz-team] tiles
Date: Thu, 31 Jul 2003 10:37:37 -0500

ok, it sounds like we are keeping the tileset file format with one minor
change,
i will rethink my map design and get back to you.

----- Original Message ----- 
From: "Owen Swerkstrom" <address@hidden>
To: <address@hidden>
Sent: Thursday, July 31, 2003 10:13 AM
Subject: Re: [Bontz-team] tiles


> That looks really good.  Very very good ideas.  A
> quick optimization in the tileset file, instead of:
> > 4  /outdoor/grass/e.png 0
> > 5  /outdoor/water/wet.info 1 1
> how about
> 4 /outdoor/grass/e.png 0
> 5 /outdoor/water/wet.info 1
> where there's just one animation column, either 0 (no
> animation) or >0 (track number)
>
> As for the map file, probably we'll want to put
> x_coord and y_coord in there, the reason being there
> might be several tiles on top of each other at the
> same x,y coord, like the part-transparent shore on top
> of the water.  Otherwise "layer" is sort of
> meaningless.  Other than that, it looks very good.  If
> I understand it right, elevation means this: if the
> player's on a different elevation than a tile, he
> can't walk there.  Anything tricky like elevators
> would be scripted events that could change the
> player's elevation number.  Is that what you had in
> mind?
>
> So for what it's worth you have my blessing, those
> file formats look good to me and the idea of loading
> stuff that way seems very sensible.  So when a map is
> left, if the next one has a different tileset, the
> previous tileset (including linked animations of
> water/windmills/whatever) will be unloaded and the new
> one loaded...  Sorry, just thinking out loud.  :^)
> Oh, maybe a map has both a tileset and an objectset?
> Object files then would contain links to both static
> image files for trees etc and script files that are
> sort of a cross between animation files and some new
> instruction file (turn random, walk 2, repeat, etc) or
> something?
>
> Every object (NPC, signpost, large moustached pumpkin
> etc)will have an origin at its feet/base/whatever,
> which could be tied to the center of a tile if
> desired.  We may want objects' origins to be
> off-screen though, for example seeing treetops at the
> bottom of the screen at the bottom of a map.  Not
> terribly important but something to think about.
>
> Also there's the possibility that a tile is both an
> object and a portal.  (A door that's scripted to look
> closed until you touch it, for example)
>
> Uff, hope all this doesn't sound like raining on your
> parade, 'cause I really liked what you suggested.  I
> think expanding it just enough to cover the stuff I'm
> talking about will make it perfect.  If we do an
> "object file" like I suggested above, we can have it
> just handle static .png objects like trees for now,
> and not touch the whole crazy scripting thing until later.
>
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