Auto Tile Your Walls By Nocturne
#21
Posted 01 March 2009 - 07:28 AM
#22
Posted 04 March 2009 - 03:25 AM
Thanks for writing Mark13673,
~DD
#23
Posted 26 March 2009 - 03:08 AM
#24
Posted 26 March 2009 - 07:00 AM
#25
Posted 29 March 2009 - 07:40 PM
#26
Posted 31 March 2009 - 09:26 AM
#27
Posted 31 March 2009 - 09:33 AM
#28
Posted 31 March 2009 - 09:41 AM
#29
Posted 21 April 2009 - 01:07 AM
it looks like you took an idea off someone else. i remember a member of this forum called mice, he/she made an excellent example of this a while ago. and it wasn't specific to one view. it worked for all views. and it could be called from a simple script as well.
very handy i used it all the time when creating games for small school and tafe projects. very handy.this is just a cheap version of that though. sorry if i sound mean. but its what i think, can't help that.
Do you know the location of this example by any chance?
#30
Posted 13 December 2009 - 01:09 PM
#31
Posted 05 January 2010 - 04:41 PM
Nice script, can you use this for platformers?
#32
Posted 05 January 2010 - 07:08 PM
Oh and thanks for downloading!
#33
Posted 07 February 2010 - 05:13 AM
I figure this will be the perfect way of inserting slopes into my procedurally generated level builder without a more complicated algorithm.
Thanks a lot!
#34
Posted 07 February 2010 - 07:35 AM
This is a glorious example, nice work. I have a question though: Is there a non-complicated way of fixing it so that certain corner objects would be understood by GM to be slopes? Like, if I just changed all the graphics of the corner tiles to fill only a half of the object and set collisions to precise, would it still be using the underlying block to detect collisions, or the tile that's covering it? If not, can anybody think of a way to tweak it so can get this to work?
I figure this will be the perfect way of inserting slopes into my procedurally generated level builder without a more complicated algorithm.
Thanks a lot!
Just change the tile method for the sprite method... So, instead of adding a tile you delete all the code and use the script to define a sprite_index. For an example of this, check out the "Roofing Buildings" example in my sig as the the Autowall object uses sprites... And with precise collision detection I see no reason why this should not work as you suggest!
Oh, and thank you for the kind comment and for downloading!!!
#35
Posted 07 February 2010 - 08:56 AM
EDIT: Woo, I just discovered subimages (can you tell I'm a newbie?) - this is making sense now. I deleted the roof tiles from your TDS building example and spammed the wall objects everywhere - guess all I need to do to tell if this is going to work is give the appropriate corner wall sprites a shave and maybe toss in a platformer character to try it out. Majestic, thanks a billion.
I gotta say, I think you've been too humble here - mice's platformer example is nice, but I'm making a platformer and your example was much better suited to my personal needs (and had really helpful notation). I guess it's all context, really.
#36
Posted 07 February 2010 - 09:02 AM
Edited by Mark13673, 07 February 2010 - 09:03 AM.
#37
Posted 07 February 2010 - 09:55 AM
Aww, shucks... Thanks for the compliment! Yes I know that I put instructions into the example, but I thought that maybe it would be better to see it working in an example, which is why I suggested the Roof tutorial... Oh, and if you get it to work as a platform engine, please PM me a link to the WIP or finished game so I can add it to the original post as an example of what can be done!
Oh, I'm glad you referred me to the roof tut - there's no way I would have actually understood that code if you hadn't. I was just trying to get across how complete the Autotile example is.
It might take me a little while to actually get a decent example up, but I just now modified the roof example in a slapdash way (I had to adjust the alpha channel - I guess that means I suck at erasing) and it works wonderfully with the default player object - those are some sloping corner sprites alright. You could probably even make some more sprites that would create a more gradual slope when placed adjacently as well, but I think that may be beyond my meagre ability (though I guess I could give it a try!).
Give me up to a couple of days to do it properly and I'll give you an example you can post. I'll maybe make the tiles destructible so people can see how the tile generator works in realtime (I guess all I'd need to do is put the code in the step event, right? Or would that be too slow or something?).
Edited by Drum, 07 February 2010 - 10:23 AM.
#39
Posted 07 March 2010 - 04:38 PM
#40
Posted 01 September 2010 - 09:13 AM
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