The map

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Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: The map

Post by Isaac »

Yeah. :mrgreen: That you did. So this is suitable for occasional use when you really need an extra bit of space on the level?
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: The map

Post by minmay »

Isaac wrote:Yeah. :mrgreen: That you did. So this is suitable for occasional use when you really need an extra bit of space on the level?
The automap only shows the northwest 32x32 squares, so I don't recommend letting the party visit x or y positions of 32+. If you just want to put some objects at x or y positions of 32+, it should be okay. If you want to put objects to the west or north of your 32x32 map, you are stuck with breaking the automap; I would prefer using component offsets. Of course this is all assuming that your code doesn't assume that levels are a specific size or shape.
It would probably be possible to force the automap to appear to behave correctly for non-32x32 levels if you update it manually.
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Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: The map

Post by Isaac »

Up to this point I have only used offsets, and they work fine enough to keep using them. But it's nice to know that if I found that my map HAD to have another tile to make the layout work ~it could.

I assume that custom auto-map art could be used to correct certain issues with the map ~sometimes.
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