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May 6th 2013, 09:17 PM
peasantm.gif
shevek
Peasant They/Them Netherlands
Never be afraid to ask, but don't demand an answer 
So I planned to finish my DMod in the weekend, but instead I worked on my editor. Why? Because I was missing a feature that I needed for my DMod. So I was working on my DMod after all.

Anyway, I'm sure you all want to know what this awesome feature is. And I'm telling you, it really is awesome. It means the end to hardness editing (which I had made much easier some time ago). Please welcome sprite-based tile hardness!

So what is it? It is, that sprites have two images linked to them: the image that is shown, and the hardness image. Whenever the sprite is placed on the map, the hardness image is pasted onto the tile hardness map. When building the DMod, this hardness is used like tile hardness always is.

Because this is tile hardness, it can be normal or "low" hardness (that fireballs can fly over). It will not move with the sprite. Also, it cannot be used to trigger a warp or a push script. But for those, the regular hardbox is still available, of course.

And finally, I have spend a great deal of time drawing the default sprite hardness tiles for all the sprites. So you don't even have to do that work anymore.

And it works beautifully well, too. It does however require proper placement of the hotspot (which seems to be called "depth dot" by some), which Seth didn't alway do. So I suppose I'll have to fix that as well. But that can be worked around by changing the depth que. Sprites which use this can't move anyway.

You can find the editor at github,
and as a convenience zip archive here.