Towerfiend Demo [1]: Terrain Transitioning

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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.
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Post » Thu Jan 14, 2010 3:05 am

using this technique for my iso engine :D
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Post » Thu Jan 21, 2010 1:57 pm

Was going to give a try at setting this up on a distort map via U, and V positions.
But it seems it would be terribly limited by how many rows, and columns you can have. Bleh, blah tile size = vertex size.
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Post » Sat Jan 23, 2010 12:27 pm

[size=200:179ktj8b]Towerfiend Demo [1] is born again![/size:179ktj8b]

[code:179ktj8b]Features:
- A HUD that you can tool around with. (Sadly Save&Load Buttons havent been integrated so... the "Control + S" & "Control + L" Keybinds are still used.)
- Image Saving & Loading (via Manipulator). Save stuff as images.
- Map can be resized to a maximum of 5x5 Screens.
- Grid color can be changed, (Grid color isn't stored yet. TODO!)
- One new Tileset.
- More Lag :D

You can move around the grid by pushing the Arrow Keys.[/code:179ktj8b]

Download (ZIP)
Download (RAR)

Enjoy y'all. Keep watching the Ski's.

EDIT: Towerfiends can make mistakes! I accidently packed the out-of-date Source, not the one using the super cool Image S&L features. Sorry :O
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