25-12-2008, 09:42 PM
How can I do this? GIAKEN told me a little bit, but I'm still in the dark. I'm not planning on making some shitty mixed tilesets game, in fact I have some pretty good tiles, I just need to know. Thanks
[MS4] Supporting multiple Tilesets per map
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25-12-2008, 09:42 PM
How can I do this? GIAKEN told me a little bit, but I'm still in the dark. I'm not planning on making some shitty mixed tilesets game, in fact I have some pretty good tiles, I just need to know. Thanks
25-12-2008, 11:17 PM
It depends how you want to do this. The logical way would be to add variables to the rec.
like if your layers are ground, mask, animation, fringe; add groundtileset, masktileset, animationtileset, fringetileset. This is how Elysium does it, you can rip some of thier code if you must.. OR calculate how many tiles are in your tileset. Then when drawing, if the number is over that many tiles, subtract it, and go to the next tileset. This will cause less packetlag, but more ingame drawing lag. I suggest the first way, though if you optimize the second (only convert after you get the packet) it will be slightly better. But not noticeably. Do the first way ![]()
25-12-2008, 11:57 PM
So If I had two tilesets I would add
Tileset1 As Byte Tileset2 As Byte ? What'd I do after that? Is that all?
26-12-2008, 12:08 AM
You should use an array.
26-12-2008, 01:07 AM
No you don't have to use an array. There's already an array set up with the tile set surface. All you do is add GroundSheet, FringeSheet, etc etc...then when blting instead of Map.Tileset do GroundSheet, MaskSheet, etc...
26-12-2008, 01:31 AM
*shrugs* The method he was doing, was wrong. He should use the current array.
Good job on saying I'm wrong then proving me right. ![]()
26-12-2008, 01:35 AM
I'm confused why and how you want to set up an array.
26-12-2008, 03:45 AM
Nevermind dude. Lol.
26-12-2008, 03:53 AM
Alright.
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