On Thu, Apr 8, 2010 at 3:55 AM, Tyler Nielsen <tyler.niel...@gmail.com> wrote:
> Sure, I'll keep working on the issues. I feel bad not helping with the gfx > stuff, but I'm really horrible with that. Me too. Luckily, Ingo has recreated most of the gfx in the higher resolution, so all I have to do is cutting them into the proper pieces and making sure they still tile nicely. > I fixed a couple more issues with the character shadow. One is that there > were two tiles that overlapped (at 640, 480), I removed one of them, but > figured i would mention it. There is a check in place, but I assume it has been affected by the negative position changes in the engine. I still need to go over mapedit and make some adjustments for those. > I also fixed an issue with z_order sorting, basically the issue was > that walls from the cellar rise up just as high as the tiles a player stands > on. So it was putting the shadow on the top of the cellar walls. Yeah, I assumed that would come back and bite us :-(. The issue is that ground tiles need to have a certain height, otherwise the collision code will not work. So I gave them the height of 5px. If assembled correctly, that would mean there is a 5px gap between each floor to account for the ground tiles and I would need additional tiles to fill the gap in the walls. To avoid that, I made the floor overlap the top of the walls and hope I can get away with it. We'll see ... Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel