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Author | Message |
DJVDJV
Midshipman ![]() Joined: 25 July 2015 Online Status: Offline Posts: 20 |
![]() ![]() ![]() Posted: 18 August 2015 at 5:17am |
Hellos,
Lets say I am making shoreline tile set in tilebased game. And I need all kind of shape tiles where water meets sand. There is "base tiles" and then "odd tiles" ("odd tiles" = "base tiles" with different corners) (look: http://djv.fi/pics/Tileproblem.png) If I want to handle all combinations how many "odd tiles" I need? Is there any work around how I should do this? Any good tutorials? How should I draw this if I want to handle all kind of shorelines and have minimum amount of different tiles. PS: It is not possible to edit sprites in code wise. (Like combine tiles in code). ![]() Edited by DJVDJV - 18 August 2015 at 5:22am |
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DawnBringer
Commander ![]() ![]() Joined: 11 August 2024 Online Status: Offline Posts: 568 |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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The common solution is using smaller tiles and putting the "larger"
tiles together out of those. If you can't do it in code, you can make
the parts and combine them to make your large number of larger tiles
(you could even do this programmatically instead of arranging them by
hand).
Another solution is to have the corners on every single tile, but to draw them in such a way that they don't stand out too much where the corners meet (e.g. where you'd normally just have the orange bit). Example using 7 unique land tiles (with h- and v-flipping and 90-degree rotation as needed): http://i.imgur.com/TBC0vT8.png The tileset: http://i.imgur.com/vE5rJIM.png I don't know whether this would work well in your situation, but it worked out well enough for this particular tileset. (Sorry for the non-working links, I couldn't get links to work with the editor or BBCode.) Edited by eishiya - 18 August 2015 at 7:57am |
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