Type1 Tiledef for those who crave Type1!

                                                David K?                                                           03/08/11

               I created this inspired by Aeros type1 template.
           The first time I used it all my tiles were off by a pixel.
        It was odd and dysfunctional and I was pretty confused.
        I also noticed none of the "action" tiles actually worked..

    Later on I fixed the template and started to learn the hammer script,
          and how to use the level.tiles[] and update commands..

        In my few days adventure of creating my own tile-set,
                                   this is what I have learned.


             Anyway, hopefully it helps the reader out.


This version, so you're tiles are not off, there are two lines on each divider, a line for each  square section,
you draw over these lines.








WARNING:

    If you do not match up the end result tiles, they will not function correctly.
Example, if you create a tile changing script such as the hammer, or shovel, if Tile A goes to Tile B …
Tile A will not no longer regenerate back to the starting tiles...

Weapons or scripts that use:
level.tiles[];
updateboard();



                          These are some odds and ends
                               that can be used in type1.

A
Pros  - Slashed, Drops, Regenerates
Cons - Not Walkable, No Bomb

B
Pros  - Slashed, Lift, Drops, animated, Walkable,
Cons - After hit not walkable, Animated, No Bomb,
             Regenerates when not Animated or if the full bush is available.


C
Pros  - Walkable, Regenerates

D
Pros  - Walk Through, Bomb-able
Cons - No Slash, No Regen


                       These object carry from type0
                           and they work like normal.

E - Pot
Regenerates

F - Sign
Regenerates

G - Blue Block
Pulls and Moves

//#CLIENTSIDE
function onCreated(){
   removetiledefs();
   addtiledef("sl_dktiles1.png",this.level,1);
   addtiledef2("sl_dktiles1.png",this.level, 0, 0);
}

Basically whomever created type1 didn't do a great job, and left in some type0 parts.. This benefits us!

Excluding the part they thought worked for type1 in the bottom left...  Use your own ideas on how you can
use the extra odds and ends features..  Ex. C could be used for shovel tiles.. wouldn't need to script the regeneration part.

Also, the ice stake and lava stake essentially work.. but if they don't regenerate I feel there is no point in posting them.. One can make anything a 'stake' really. Happy LATing!

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