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Re: [pygame] resources for edge tile algorithm



Have you read these tutorials?
    http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/chapter4.htm
    http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/chapter2.htm

cheers,

On Tue, Jun 30, 2009 at 11:05 AM, Michael Fiano<michael.fiano@xxxxxxxxx> wrote:
> 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
>