Towerfiend Demo [1]: Terrain Transitioning

Post your own tutorials, guides and demos.

Post » Sun Jan 10, 2010 6:28 am



Old Version:
Download(RAR)
Download(ZIP)

New Version:
Find here.

[size=150:2k2otik0]Whats the controls?[/size:2k2otik0]

Draw blocks with the left mouse button, erase them with the right. Fairly simple.

[size=150:2k2otik0]Whats the Tileset folder?[/size:2k2otik0]

Modify the tiles in it, whilst keeping the magical pink, and you will change the tileset the program will use. You can change this during runtime by pushing "R". Haven't tested this, be sure to check if this isn't the case.

[size=150:2k2otik0]What does Terrain Transitioning do?[/size:2k2otik0]

Makes terrain pretty darn pretty. For a detailed tutorial click the upcoming link.

Tile/Map-Based Game Techniques: Handling Terrain Transitions

[size=150:2k2otik0]My GOD!? Saawce ;_;[/size:2k2otik0]

Not a question, but it's in the Downloads. Be sure to have 0.99.72 or else you'll get the old "Out of Memory" crash. Oh construct~.

[size=150:2k2otik0]Random Shout-outs[/size:2k2otik0]
I'd like to thank deadeye, for referring me to this awesome technique, and for being an all around awesome help.

...

Also wheelchair basketball.
B
2
S
1
G
3
Posts: 118
Reputation: 1,336

Post » Sun Jan 10, 2010 6:31 am

Awesome! Nice one!
B
3
S
2
G
3
Posts: 628
Reputation: 2,531

Post » Sun Jan 10, 2010 6:35 am

For folks interested in the theory behind this, here's a link:

http://forums.tigsource.com/index.php?topic=9859.0

When I saw this thread at TIGS I thought I would make a level editor tutorial out of it, but not ten minutes later Towerfiend aka ShakeKirby asked for help on this very topic in chat so here it is I guess.

I still might make a proper tut out of it, unless SK wants to...?
Moderator
B
5
S
2
G
6
Posts: 4,348
Reputation: 10,971

Post » Sun Jan 10, 2010 6:40 am

You can do it. I would still be struggling with for each crashes if it wasn't for you.

Though you can learn from the source.

(aaagh, didn't even have the for each in start of layout i'm so dumb ;_;)

Of course, I'll do one if you don't want to.
B
2
S
1
G
3
Posts: 118
Reputation: 1,336

Post » Sun Jan 10, 2010 7:02 am

As I said in chat, this is freakin SEXY!

Also, pancakes and bumpmapping for the blind.
B
4
S
1
G
5
Posts: 98
Reputation: 1,648

Post » Sun Jan 10, 2010 7:06 am

Nice and pancakes.
B
27
S
3
G
5
Posts: 172
Reputation: 3,628

Post » Sun Jan 10, 2010 7:08 am

[quote="kaos":15rf65p1]bumpmapping for the blind.[/quote:15rf65p1]

:lol: This should be a feature!

Hey, David....
Moderator
B
5
S
2
G
6
Posts: 4,348
Reputation: 10,971

Post » Sun Jan 10, 2010 4:19 pm

ive had to remake a whole bunch of tiling engines like this, and not to mention each object being a sprite is rather slow. there really should be an optimized "tile" object, with the ability to do this and exist in huge numbers without much slow-down compared to using sprites.
B
52
S
7
G
6
Posts: 1,945
Reputation: 7,610

Post » Sun Jan 10, 2010 8:00 pm

This example is HOT!!! :D
B
8
S
3
G
7
Posts: 835
Reputation: 5,313

Post » Sun Jan 10, 2010 11:03 pm

[quote="QuaziGNRLnose":gc7zgd1r]ive had to remake a whole bunch of tiling engines like this, and not to mention each object being a sprite is rather slow. there really should be an optimized "tile" object, with the ability to do this and exist in huge numbers without much slow-down compared to using sprites.[/quote:gc7zgd1r]

I would love to see this feature in Construct.
B
4
S
1
G
5
Posts: 98
Reputation: 1,648

Next

Return to Your tutorials & example files

Who is online

Users browsing this forum: No registered users and 3 guests