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Re: [Adonthell-devel] Re: Waste's Edge progress
From: |
Kai Sterker |
Subject: |
Re: [Adonthell-devel] Re: Waste's Edge progress |
Date: |
Thu, 8 Apr 2010 10:35:36 +0200 |
On Thu, Apr 8, 2010 at 3:55 AM, Tyler Nielsen <address@hidden> wrote:
> Sure, I'll keep working on the issues. I feel bad not helping with the gfx
> stuff, but I'm really horrible with that.
Me too. Luckily, Ingo has recreated most of the gfx in the higher
resolution, so all I have to do is cutting them into the proper pieces
and making sure they still tile nicely.
> I fixed a couple more issues with the character shadow. One is that there
> were two tiles that overlapped (at 640, 480), I removed one of them, but
> figured i would mention it.
There is a check in place, but I assume it has been affected by the
negative position changes in the engine. I still need to go over
mapedit and make some adjustments for those.
> I also fixed an issue with z_order sorting, basically the issue was
> that walls from the cellar rise up just as high as the tiles a player stands
> on. So it was putting the shadow on the top of the cellar walls.
Yeah, I assumed that would come back and bite us :-(. The issue is
that ground tiles need to have a certain height, otherwise the
collision code will not work. So I gave them the height of 5px. If
assembled correctly, that would mean there is a 5px gap between each
floor to account for the ground tiles and I would need additional
tiles to fill the gap in the walls. To avoid that, I made the floor
overlap the top of the walls and hope I can get away with it. We'll
see ...
Kai