Timeline for Making walls in tile-based games: what am I missing?
Current License: CC BY-SA 3.0
16 events
| when toggle format | what | by | license | comment | |
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| Apr 13, 2017 at 12:18 | history | edited | CommunityBot | replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/ | |
| Aug 4, 2011 at 19:34 | vote | accept | norien | ||
| Aug 4, 2011 at 13:21 | comment | added | norien | @Martin Sojka: Actually, X-COM has always been and will be my biggest inspiration for this project, although I gotta admit that my knowledge of it's inner workings is somewhat limited. That's quite a mistake on my part. Perhaps I should look for solutions in there more often. Still, the B + walls extended a bit to neighbouring tiles looks like the way to go right now. | |
| Aug 4, 2011 at 12:58 | comment | added | Martin Sojka | @eBusiness: That's why I suggested X-Com as source of inspiration. There, each tile has four elements (floor, west side, north side and object) and the "edge" is basically a variant of the floor tile. So is a diagonal wall, by the way. Alternatively: Just make the walls a bit bigger (longer) than the tiles, so they overlap a bit. | |
| Aug 4, 2011 at 10:48 | comment | added | aaaaaaaaaaaa | @Tetrad Yes, that is the idea, but try to make a square of walls, and you'll find that the south-east corner is "cut out", therefore you need the 3rd element to fill this hole. | |
| Aug 4, 2011 at 6:20 | comment | added | FxIII | I did not understand why you can't have a separated container for walls if this is a so central matter in your game and I still do not understand after read the cited article... | |
| Aug 4, 2011 at 4:01 | answer | added | Nayrb | timeline score: 2 | |
| Aug 4, 2011 at 0:42 | comment | added | Blecki | I'd suggest going with C. It's what I'm doing in this jemgine.omnisu.com/wp-content/uploads/2011/06/gnomecolony.png and it works pretty well. The only problem is the very south/east edge of the map. You'll have to do something about that. | |
| Aug 4, 2011 at 0:36 | history | tweeted | twitter.com/#!/StackGameDev/status/98915232403034113 | ||
| Aug 3, 2011 at 23:57 | answer | added | Doug.McFarlane | timeline score: 14 | |
| Aug 3, 2011 at 21:20 | comment | added | Tetrad | @eBusiness, if you just allow walls in the north and west, you can simulate walls in the south and east by just putting walls in the north and west of the tiles below them. | |
| Aug 3, 2011 at 21:00 | answer | added | Valmond | timeline score: 1 | |
| Aug 3, 2011 at 20:36 | comment | added | Richard Marskell - Drackir | So the walls are visible, I take it? Not just blocking edges of tiles. Why do you need two halves in option B? Why not just a single wall, half-offset onto the other tile? | |
| Aug 3, 2011 at 20:25 | comment | added | aaaaaaaaaaaa | @Martin Sojka That leaves a hole at south-east corners. Still, it may be useful to consider model C in this fashion, each tile can have a combination of three different wall elements, noth, west and north-west corner. | |
| Aug 3, 2011 at 20:08 | comment | added | Martin Sojka | A.2: As A, only that just two sides - for example, North and West - can have a wall. That's the approach X-Com uses. | |
| Aug 3, 2011 at 19:22 | history | asked | norien | CC BY-SA 3.0 |