ID:134070
 
BYOND should support dmi files bigger than 32x32.

-Genjura
Done!

-- Data
In response to Android Data
I mean Turn



Into




-Genjura
In response to Genjura
You can use almost any editor that does .PNGs to edit a .dmi file now. If you open up your dmi in, say, photoshop, you should have all the functionality you want.
In response to Jon88
What we could really use is a dynamic tile size for maps >_>
In response to Kazekage
Kazekage wrote:
What we could really use is a dynamic tile size for maps >_>

...done...

-- Data
In response to Android Data
Really? So tiles can be 64x64 and we can move by 64 pixels now?
In response to Android Data
Done? Where's that option?
In response to Kazekage
It's probably a 4.0 option. Have some patience, I'm sure it will be out soon.

-TKL
In response to Kazekage
I'm not sure about this, but I was thinking of the skin parameter <code>icon-size</code>, perhaps?
In response to Android Data
Android Data wrote:
Kazekage wrote:
What we could really use is a dynamic tile size for maps

...done...

I think he means being able to use 64×64 icons or such directly, not just setting the map's scale factor. While this isn't supported presently, Shadowdarke has a BigAtom library that makes bigger objects much easier to work with now.

Lummox JR
In response to Kangchao
Thing I'm using 4.0 0_o, I meant being able to set the map tile size to 1x1, basicly having pixel movement.
In response to Kazekage
Kazekage wrote:
Thing I'm using 4.0 0_o, I meant being able to set the map tile size to 1x1, basicly having pixel movement.

Not really so much, no. The view size is still limited to about 5000 turfs, which basically gives you 70×70 to play with. That's not enough for true pixel movement.

Lummox JR
In response to Lummox JR
Should be able to edit files that are bigger than 32x32 in Dream Maker... Paint doesn't have alpha channels, and I'm too lazy to open up GIMP...
In response to Kaiochao2536
Kaiochao2536 wrote:
... I'm too lazy to open up GIMP...

so instead of getting off your lazy rear and using tools that are freely available, and take little more effort than a handfull of mouse-clicks and brain-cell deaths on your part, you expect Tom & Company to spend time trying to integrate something that already exists and doesn't cost them any more time and money.

brilliant!
In response to digitalmouse
digitalmouse wrote:
Kaiochao2536 wrote:
... I'm too lazy to open up GIMP...

so instead of getting off your lazy rear and using tools that are freely available, and take little more effort than a handfull of mouse-clicks and brain-cell deaths on your part, you expect Tom & Company to spend time trying to integrate something that already exists and doesn't cost them any more time and money.

In fairness to Kaio, opening the GIMP is a major chore. I use Photoshop Elements most of the time because it'll do most of the same stuff without my having to wrestle with the frelling penguin-thumper interface (though I hear GIMPshop isn't so bad), and the appalling fact that to build any plugins you need gcc. But, it does have some uses, particularly its support for alpha channels which Elements doesn't have as such.

For most editing tasks, though, Elements is a joy.

Lummox JR
In response to Jon88
Jon88 wrote:
You can use almost any editor that does .PNGs to edit a .dmi file now. If you open up your dmi in, say, photoshop, you should have all the functionality you want.

I so wish I had known that earlier.