ID:713838
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Hi, I have several PNG and BMP files that need to be included in the game I'm making, however, whenever I put one in, it just so happens to only actually change the one instance where I clicked, not the rest of the picture. I know that you can fix this by manually changing each other instance's values. Is there any other easier or quicker way to do this?
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May 1 2012, 4:52 pm
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[IMG].dmi
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Akira Sieghart wrote:
Hi, I have several PNG and BMP files that need to be included in the game I'm making, however, whenever I put one in, it just so happens to only actually change the one instance where I clicked, not the rest of the picture. I know that you can fix this by manually changing each other instance's values. Is there any other easier or quicker way to do this? What instance values are you speaking about? Can you also rephrase your question, it is rather difficult to understand what your exact problem is. |
Alright, it is a bit hard to explain and maybe what Whybe said will work but I when I try to put down a house that I made in Photoshop as a PNG onto a .dmp file, the "add" cursor becomes as big as the picture is like normal but when I put it down, it seems to only exist where my cursor was when I clicked. For example, I'll right click on another part of the picture and instead of it saying "turf/House" on top of "turf/grass", the House turf isn't there at all.
By values, I meant that if I right click on another part of the picture and change the instance's icon and icon_state. Honestly, I'm at a loss. Any help would be appreciated. |
This is because your game is configured to work with 32x32 icons, so it only recognizes the first 32x32 box. Increasing this would cause it to automatically register more, but obviously that is not ideal for something like this.
Honestly, there may be a method to do so faster, but if there is I have yet to discover it. It's usually not a problem, though; at least in my experience. If your problem is that you have a click proc set to it and it's not working, you could just make a 32x32 turf or obj to overlay all over it to make up for that. Granted, that's just a little work around, but I figured it is worth mentioning. |
If you make the house an object, you could use bound_width and bound_height to make it take up the full area of the icon.
As Toddab503 mentioned, you can also use a single object to just display the icon, and then place an invisible turf/object over the area with the actual properties you want it to have. Alternatively, if you don't want to take advantage of big icon support, you can return to the old tiled map format by changing world/map_format to TILED_ICON_MAP (and then the Add tool would work as you're expecting). However, you will lose some powerful new features. |
In response to DarkCampainger
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Ah, good idea, but can you use bound_width and bound_height without activating native pixel movement by modifying step_size and such?
I haven't played with native pixel movement much yet, so I'm rather unfamiliar with that; hence the possibly silly question. I'd call this question off topic, but that method seems useful for various things, including this, and I think it would benefit the OP and future readers of this post to know in case they haven't even researched native pixel movement at all yet. |
In response to Toddab503
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So long as they're multiples of icon_size, it seems to work just fine. I'm not sure if it incurs the overhead of full-blown pixel movement, though.
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Thanks for all of the help, guys. For now, I just need houses that people need to view so I'm going to create a turf with a higher density so that players can't actually walk through the picture. But I'll be sure to check out the bound height and bound width guide if I need anything like that.
Again, thanks guys. I appreciate it. |