ID:273156
![]() Nov 6 2009, 4:38 am
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So after playing with the Beta I figured out I'd need to set the world icon size relevant to the size of the tiles. But what happens when you have icons you want that are larger then that and you don't want them cut off? For example I have a 64X64 monster I want to put into the game. Would I have to use overlays or something like that? It'd be nice if we could have different icon sizes based on turfs, mobs and objs.
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I read the release notes and I read the help file on BYOND about "Big Icons".
They weren't very helpful, it wasn't until I messed with the nudge commands on the map editor itself was I able to discover I could raise, lower and nudge icons. In the future you might want to reference something more then what you have, because it isn't very helpful. |
A new set of "Nudge" commands has been added to the right-click menu for any object on the map. If you have an active object currently selected on the map, you can use the Shift+arrow keys to adjust pixel_x/y, and + or - to adjust pixel_z.
The display of native icons is purely visual. Bumping, etc. will not work for the "extra" tiles covered by the icon. To avoid irregularities in how the icons display, usually you should make big icons dense. In isometric mode, a small mob walking onto a big turf or vice-versa is particularly noticeable and will show artifacts. This is unavoidable because isometric is not true 3D and there is no ideal way to layer the images to avoid this problem. |
Ham Doctor wrote:
I read the release notes and I read the help file on BYOND about "Big Icons". I'm happy to clarify the Reference any way I can. Do you have any specific feedback on what parts weren't helpful and how they could be made more so? Lummox JR |
This is all documented, not only in the Reference but in the release notes. Please read both thoroughly.
Lummox JR