Hello Byond staff.
I am sick of coding turf/obj and such icons, I suggest instead doing that, just change it, that if u put files in turf folder or in obj folder it auto arrange em to obj and turf icons... their icon is ofcourse the icon file their at, and their icon state is their icon state...
If the icon is in ANOTHER directory, inside the Turf or Obj directory, than it auto makes the directory... lets say, I have this directory:
Turf/Tree/Tree.dmi
Inside tree.dmi theres an icon called Tree, then it auto arrange it for map, a file named Tree, which is in turf, and also in the directory Tree in the map...
Also add the ability, to change the icon's properties, where you can change his icon state... by icon properties I mean the luminosity, density and such...
Thanks, Ori.
P.S: I know its hard to understand what I wrote, what can I say... im from Israel, english isnt my home language xD
ID:134544
![]() May 8 2006, 12:43 am
|
|
![]() May 8 2006, 2:04 am
|
|
Or...you could just code it. If you "lazy" you can copy and paste the code.
|
Have a look at this:
http://games.byond.com/hub/Zaltron/VisualAutoTurfCoder |
Or you could realise, its a bit annoying coding icons, when u have over 1000 icons... each 1 need many lines... please, dont be a smartass, I have a reason for each thread I make...
|
Perhaps, you could realise that there are more important/wanted features implimented into BYOND?
You could always make it your self with Dream Maker. Or have a look at the ones people have already made. |
Not to mention that there are many many people who go through the aggrivating problems of having to code more than thousands of turfs. Deal with it, just because you are lazy doesn't mean that a special function should be added so you can be more lazy. After you make it the first time, just do the smart thing and when you make a game, use the same icon set, or at least the same icon name + states. That way, you only have to do it once. Problem Solved if you take the hour or so to Copy and Paste for every turf you want only once.
|