I don't know if this is helpful but I came across it the other day.
http://www.gamedev.net/reference/articles/article934.asp
I believe it's basically just saying that when creating the top transition tile
layer check the 8 surrounding tiles of each tile on the screen (or the whole
generated ma
Ok, so what's the problem?
Sorry, I forgot to mention that I already have all the transition tiles and
they are not simple gradients, but pretty nice pixel art that is different
in all directions making it look pretty realistic. For each type of terrain
it should smooth the edges using the existing transition tiles.
On Wed,
In Paint Shop Pro, I create two surfaces with black/white gradients running
in opposite directions. Turn these gradients into alpha channels. Then put
the first tile in one surface and the other tile on the other surface.
Merge the two surfaces (average), and you have effectively created a
"trans
I am looking into edge tile placement algorithms for 2D square tile maps,
for the pygame 'bloodcurse'. The idea is I have a layer of square tiles
representing each type of terrain laid down. Then another layer with
transparent curves is layered over the top of the previous layer to create
transitio
Heya!
It was really too bad that the gsoc project wasn't really finished.
It didn't need to be a full 2D physics engine like Chipmunk or Box2D,
but in it's current state it is lacking some basic, mandatory features
to be useful.
I think the collision part should be rewritten to be a part of the
P