Samapico Posted May 10, 2006 Report Posted May 10, 2006 Drake, I know you had started working on these some time ago... you made a class for them and stuff like that... but I'm wondering, how did you planned on doing them exactly? Would wall-tiles be a tool? or a tile you select... I noticed you wanted to be able to have multiple wall-tiles set at once, by adding more / deleting them, that's nice... but it might be simpler to allow a fixed number of sets... like 8, which would be plenty enough for any kind of tileset... anyways... i was just pulling out what was on my mind about them... i dont even know why im talking about it, since i cant work on that until... 2 weeks or so perhaps... i have tons of fun features in mind for that thing, but wall-tiles should definitly be the next thing to add... if any of you guys can think of a way to integrate them in the interface so it would be practical, i'm listening my belly hurts
»SOS Posted May 10, 2006 Report Posted May 10, 2006 Another row of tiles! And a small button next to it "Edit WallTiles" that pops up a window where you can define WallTiles.
Drake7707 Posted May 10, 2006 Report Posted May 10, 2006 i had it planned so that you have 2 tabs under the tileset, one for the tileset, one for selecting the walltile. So when you select a walltile you can use every tool with that instead. And the number of walltiles isn't exactly a problem, you can always scroll down to see the next ones
»SOS Posted May 14, 2006 Report Posted May 14, 2006 Tabs? Well, a tileset fits around 8-10 WallTile sets at the most, 20-ish if you get creative. Having an entire second tab for 20 "tiles" seems... excessive I mean, you would only have one tile to represent one WallTile set - it wouldn't all be visible.
Samapico Posted May 14, 2006 Author Report Posted May 14, 2006 there are a couple of tiles spot not being used on the current tileset's last row... after the eraser ; could use them to correspond to wall-tile set 1, wall-tile set 2, etc...
»SOS Posted May 14, 2006 Report Posted May 14, 2006 And of course the two rows of "solid tile, not seen on radar, not seen on map" could easily be just one tile.
Samapico Posted May 14, 2006 Author Report Posted May 14, 2006 actually the point is to be able to put any tile possible... not that these tiles matter much, but it could eventually cause compatibility issues... like being unable to switch/replace one of the tile laid with another map editor ... its fixable, but.. the way it is at the moment makes sense to me i'd like if it always displayed the Tile ID in the tooltip text that appears... even for tiles who have a 'special' name like 'Fly under tile' or 'Wormhole' oh, and I just noticed you made the whole last row 'fly under tiles' ... but 3 of them should be 'Fly over tile' the 3 tiles beside the Goal tile are fly over's (173-175 i think)so.. tilenr & ": Fly over tile" (would make more sense to say 'Fly under tile' instead of 'Fly under tiles' too, since you select one tile at a time)
»SOS Posted May 14, 2006 Report Posted May 14, 2006 I would prefer this approach: remove the 30-copies-of-same tile and make DCME automatically convert (on load of map) any "non-represented" ones into the one that is in the palette.
Drake7707 Posted May 15, 2006 Report Posted May 15, 2006 makes calculating the selected tile much more difficult
Samapico Posted May 15, 2006 Author Report Posted May 15, 2006 yep.. thats why it would be done 'eventually'
»SOS Posted May 16, 2006 Report Posted May 16, 2006 It would take at most 10 minutes to get rid of the 25 same types of tiles...
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