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877285 Posts in 32855 Topics- by 24294 Members - Latest Member: RopeDrink

May 19, 2013, 04:16:30 AM
TIGSource ForumsDeveloperFeedbackDevLogsIn Tall Grass (working title) - explorative monster hunting game
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Author Topic: In Tall Grass (working title) - explorative monster hunting game  (Read 1329 times)
kurtss
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How nice.


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« Reply #15 on: April 18, 2012, 04:54:05 PM »

For your mountain problem, you could add a z dimension, so you could check if the z for the mountain is above a certain point. If it is, then use the top tiles - if not, use the bottom ones.
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omgnoseat
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« Reply #16 on: April 24, 2012, 08:41:07 AM »

Thanks! This was very usefull for the autotiling.
The autotiling for the mountains is now complete, I just have to fit in the world generation now.

Here's a video to show it off:
http://www.youtube.com/watch?v=m_1KQYW0f3c&feature=plcp&context=C4506094VDvjVQa1PpcFPyJveNrIidIqyJg1ensLL99nPWSBBInHc%3D

Players won't have this abillity, it was just for testing purposes.
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omgnoseat
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« Reply #17 on: May 03, 2012, 07:46:01 AM »

Progress has been pretty slow. I've been messing around in Lua for scripting, but haven't implemented it yet.

I do a bike sport and my bike is broken atm, have to wait for parts to come in. I don't have any distraction or outlet atm and it's really affecting my concentration Sad
Here is a video of me for anyone who is curious:
http://www.youtube.com/watch?v=ZDE1KMzVBgY&list=UUvXAp1ZSrvSg8iynwFFcraw&index=2&feature=plcp
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PsySal
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Yaay!


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« Reply #18 on: May 03, 2012, 08:07:59 AM »


Whoah. *bows*
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