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Re: [pygame] resources for edge tile algorithm



Thanks for the suggestions. Using 12 transition tiles for every type of terrain tile, I was able to automatically fill in the transitions. I'm not sure if more transition tiles are needed, as I'm pretty happy with the results so far. Now I am onto part 2, which is ordering them to be drawn by precedence as explained in the article. Here is what I got so far: http://img514.imageshack.us/img514/1535/screenshot20090629.png. I am still working on the water, and I have to re-order that rock from drawing behind the transitions. I might add some inverse transition tiles to make the terrain look less boxy, even if it means greatly increasing the number of required images. Or maybe someone has a better suggestion?

Thanks again,
Mike

On Thu, Jun 25, 2009 at 10:22 PM, Fawkes <fawkesgarde@xxxxxxxxx> wrote:
Hello
The link that Devon posted is the method we're currently using to handle terrain transitions in Story of a Lost Sky.

Here is an image showing it in action
http://img.photobucket.com/albums/v189/rune_devros/020-enemyrange.jpg

Our tileset demonstrating our map artist Water and Wind created the different transition tiles:
http://img.photobucket.com/albums/v189/rune_devros/terraintilesv3.png

-Fawkes