Originally posted by LDiCesare
About roads, if you find them ugly, I think we could define the set of overlays that you want shown on the map at any time. (Though thinking of coding the dialogue to show that makes me ill.)
About roads, if you find them ugly, I think we could define the set of overlays that you want shown on the map at any time. (Though thinking of coding the dialogue to show that makes me ill.)
, I'll do them all in 80x60 for now, since transitions aren't currently supported anyhow, I figure I'm pretty much wasting my time drawing the set I started on until I'm ready to code it myself. So I'll do an 80x60 set of all the tiles I listed before, in the Terrain thread.
. The reason Gary and I were discussing the possibility of separating the tiles into base layer and “height” layer was to make rivers look good in hills and mountains (they were obscuring the mountains (etc.)). The better solution, as I mentioned then, is to use a different set of river graphics in hills and mountains (since that route would be quicker and easier than separating the tiles into two layers). This alone would prevent the river from appearing on top of the mountains (etc.), as you could simply leave transparent places where the river would fall behind the mountain (etc.). I think we can do one better though. We can create valleys for the rivers in mountains (etc.), by marking the tiles next to rivers as a transition even if the tile on the opposite side is of the same type. This would give us the extra room needed to make the entire river visible (since cluster transitions take up only 3/4 of the tile), thus eliminating the need for several different river tile sets in the process.
Well, I ubderstand the words and all that but... I remember very well how transitions work in CtP2, with dedicated tiles for various transitions. I'm mostly wondering how the code should be done to handle that. You would have terrain tile drawn in the middle, transitions on the borders, but I don't know how corners were handled.
, we won't have concrete definitions for tiles, but rather a minimum and maximum value. So, for example, flat currently has 12 food sites and 2 resource sites, in a future version of Clash I hope that might be 10-14 food sites and 1-3 resource sites.
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