/*
These are simple defaults for your project.
*/
world
fps = 25 // 25 frames per second
icon_size = 32 // 32x32 icon size by default
map_format = SIDE_MAP
icon_size = "32x24"
view = 6 // show up to 6 tiles outward from center (13x13 view)
// Make objects move 8 pixels per tick when walking
atom
icon = 'icons.dmi'
mob
step_size = 8
icon_state = "mob"
verb
bounds_test()
for(var/atom/a in bounds())
a.icon *= 5
spawn(25) a.icon = initial(a.icon)
var/atom/a = loc
a.icon /=5
spawn(25) a.icon = initial(a.icon)
obj
step_size = 8
turf
grass
icon = 'grass.dmi'
water
icon_state = "water"
pixel_z = -2
ground
icon_state = "ground"
pixel_z = -2
I'm really thinking I just don't understand SIDE_MAP at all here, but shouldn't this make the tile I'm actually on dark, and the tiles that I'm overlapping (which should be around my actual location) light?
The reason I'm thinking that I'm misunderstanding is because the result this produces is that the tiles that light up go further back as you move up. Which does make sense in a SIDE_MAP game, because the further back you move, the further away from the screen you move.
This behaves as expected in TOPDOWN_MAP format.
This has been causing some major issues with my 3D collision detection. It's working fine until you get half way up the map and you just suddenly fall into the abyss.