Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by gxxaxx

Sorry for being pushy, but this is an important question for me.

I would rather not bump into subtle bugs related to tile size later.

Is there anything special about the 64 pixel tile size?

Can the collisions-64.png be reduced in image prog to work with 48 pixel or 32 pixel tile sizes?

Or, is it necessary for the new collisions to work properly to keep tile sizes a proper multiple of 2?

Again sorry for re-posting the question. I'm just anxious to move into the new engine. But, need to know if I have to re-tile everything.

Thanks

1 decade ago by dominic

It's just 64px because it's a "reasonably" large size. Most people will probably use smaller sizes - and downsizing the 64px to 32px or 16px looks way better then upsizing 16px to 64px.

When you create a new layer in Weltmeister and tick the "Is Collision Layer" checkbox, WM will automatically use the collisiontiles-64.png as the tileset for this layer. You then can specify any tilesize you want - Weltmeister will automatically resize the tileset for you.

So to answer your question: no, there's nothing special about 64px :)

1 decade ago by gxxaxx

That is pretty amazing.

Nice handling of the auto-resize. Solves so many issues. Really well done.

I suppose not many other folks would even dream there could be such an issue with 64 vs. 48 or ???. Thing is once upon a time I was very involved in quake and other early engines. With those you couldn't even dream of having a texture that was not a proper power of 2.

By the way, thanks a bunch for the prototype.toRad and prototype.toDeg
Those help.
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