Pro_B Released! Version 0.1 now available *INCLUDES LOADER*

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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby gamemakerdude » Mon May 20, 2013 6:08 am

hahaha i also pretty much figured that too 8)
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby Hblade » Mon May 20, 2013 6:20 am

Thats good! ^_^
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby gamemakerdude » Tue May 21, 2013 7:18 am

unfortunately also what i was afraid of... :cry: haha
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby Hblade » Tue May 21, 2013 7:24 am

Dude all I'm sayin' is prepare for inevitable torcher when trying to use this in a game. Your character thinks he's colliding with the top / bottom side of the wall when he's on the side of the wall even with the tiles properly aligned.
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby AliceXIII » Sun May 26, 2013 10:21 pm

Nice you're getting better at making mapping engines Hblade!

Although you need to not create all 20,000 tiles at once, and condense the entire tile selection menu into the mouse for easier use, make your maps dynamic also save as much space as possible.

Just a couple suggestions off the top of my head!

also tAnim[] reminds me of my arcMappingEngine(The one with the nice isometric rotation in it ;) ) as those were the same name of my tile actors animpos array
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby Hblade » Tue May 28, 2013 3:12 am

Allice xD I wanna show you my new one :D and thanks :D And nice xD btw: I'm making this now :D (With my new tile engine this is possible in game :D)
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby AliceXIII » Tue May 28, 2013 5:39 pm

This is "Pretty Darn Awesome" :lol:

The tiles waving effect really does accent the moving water great!

your engine definitely looks more polished than mine :)
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby Hblade » Tue May 28, 2013 6:00 pm

I doubt it lol your engine is probably more organized at programming. mines all over the place xD
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby AliceXIII » Tue May 28, 2013 10:33 pm

In the beginning i had a lot of it thought out and kept it organized but when i got to some of the harder or unknown to me stuff then it got a bit messy some stuff looks like a nightmare but only cause it's temporary and I've yet to get to it :wink:
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby Hblade » Wed May 29, 2013 3:23 am

Oh lol :D
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby gamemakerdude » Fri May 31, 2013 6:32 am

so how would i go about enabling certain "tiles" to be placed anywhere? i grasp most of the other concepts involved in creating an editor but mine needs to have this feature and i am having trouble wrapping my mind around how to go about it. any specific ideas? i thought about using some sort of array based on the number of pixels in the view, but it would require an enormous array to save the coordinates of an object that could be placed anywhere on a map with 500x500 tiles with 100x100 pixel tiles. im not sure thats the best way to go about it anyway, im still trying to understand it all and figure out how im going to arrange all of my data and develop the feature i need in an editor. :)
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby gamemakerdude » Fri May 31, 2013 6:32 am

so how would i go about enabling certain "tiles" to be placed anywhere? i grasp most of the other concepts involved in creating an editor but mine needs to have this feature and i am having trouble wrapping my mind around how to go about it. any specific ideas? i thought about using some sort of array based on the number of pixels in the view, but it would require an enormous array to save the coordinates of an object that could be placed anywhere on a map with 500x500 tiles with 100x100 pixel tiles. im not sure thats the best way to go about it anyway, im still trying to understand it all and figure out how im going to arrange all of my data and develop the features i need in an editor. :)
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Re: Pro_B Released! Version 0.1 now available *INCLUDES LOAD

Postby skydereign » Fri May 31, 2013 6:41 am

You can use a separate array for those, that aren't indexed by x and y coordinates. For instance, you can have an array using cloneindex as the index, and store the relevant data that way.
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int special_tiles[100][3]; // [0] = x, [1] = y, [2] = type

Combining multiple different data structures is fine, it doesn't need to use the same indexing system, as long as you don't try to interchange them.
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