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Roof Tile addon.
#1
you do not appreciate no one.
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#2
Hmm what? So basically this is like RS styled houses? Walk under and the roof disappears?
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#3
yes, it is like Runescape roof tiles but i didn't make it after there's its is a bit different as there fade away. these just disappear instantly.
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#4
Nice. Big Grin
Its a really useful feature.
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#5
Rory Wrote:Nice. Big Grin
Its a really useful feature.

This.

Thanks for the tut.
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#6
your all welcomed. I might come out with more tutorials who knows haha.
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#7
And horribly bloated. Adding 1/4 the overall size of the maps onto them again. I can't think of a single person who can't make a roof using fringe tiles. Not only that, but re-checking the damn thing every bloody loop is insane, as you could easily make this by having a couple of attributes at each doorway, and when you walk over these tiles, have the roof turn on/off.

I'm seriously wondering about your programming skill, as when I explained my method of doing it you said that your method was a quicker and less painful way of going about it.

All I see here is a Chaos worthy feature.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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#8
ha ha ha i just wanted to make something fast and that was the fastest way to do it. other than that ya it does need more optimizations witch i will work on and release when i get them done, i don't have as much free time as i use to. And i hate chaos.

i wasn't ling when i said a quicker and less painful way of going about it. but i never said it was a good way of doing it we talk about it and i even told you it did loop threw and you did say that i could fix it by making an attribute to make it disappear. but i never got around to doing that yet. but i did tell you the truth i did a quick less painful way of doing it.
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#9
It would be much faster to do it Robins' way.
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#10
yes i know it would be faster. but I'm waiting for DFA to get the tiles calculated better before i add more to it .
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#11
Code:
Public LookUpTileRec(MAX_INTEGER) As DxVBLib.RECT

Code:
Dim i As Long
Dim tempRec As DxVBLib.RECT

    For i = 0 To MAX_INTEGER
        With tempRec
            .Top = (i \ 13) * PIC_Y
            .Bottom = .Top + PIC_Y
            .Left = (i Mod 13) * PIC_X
            .Right = .Left + PIC_X
        End With
        LookUpTileRec(i) = tempRec
    Next

Code:
Ground = Map.Tile(X, Y).Ground

DD_BackBuffer.BltFast ConvertMapX(X) * PIC_X, ConvertMapY(Y) * PIC_Y, DD_TileSurf, LookUpTileRec(Ground), DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY

There's a look up table for your tiles. Modify it for MS4.
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