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About mendonca

  • Birthday 10/24/1979

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  1. Ach. Bloomin' dropbox for you, changing things and all that without any consideration. Link should be fixed! (Thanks for the reminder)
  2. Hi Happyteacup; Apologies but I'm not really up to speed with the current processes of getting a functional Worlded map implemented in to the game. I'd suggest heading on over to the general map modding section where more specific - and current - advice would be better sought. Sorry I can't be more help, and thanks for your interest in this little program
  3. Sorry for the delay in response ... I seem to still have not figured out this forum when I visit (and now it's changed again .. ha!) ... I didn't realise this thread had a couple of extra replies. Thanks! Python 2 was a bit of a non-choice as that's pretty much all I can (could) do, including the use of Libtcod as the library. Basically toyed about a few years back with making a sort-of-roguelike, got used to the various bits, and then in a fit of inspiration created this one week whilst I was getting paid by my work to do something else entirely unrelated ...
  4. Looking great Nickenstein! Thanks for the update, Yay!
  5. Sorry about the delay, I missed this question previously. 1. No. It is a ***** nightmare, I can't even remember how this thing works (the script I have set up to package this works, and that's all I can tell you about it). I'm not saying that to be difficult, I'm just saying that I struggled to understand what I was doing when I was doing it - and it was very hit and miss for me to get py2exe to reliably work (I might have even 'frigged' some of the dependencies in the Python standard library to actually make it work, if I recall correctly). 2. Familiarity - personally I do not know what tkinter is - or what it does. On the other hand I have spent a long time messing with libtcod, and can reasonably quickly carry out the sorts of tasks I want to do.
  6. http://theindiestone.com/community/viewtopic.php%3Ff=34&t=5627.html Check the above tutorial out ... It was written a while ago and the image links are broken, but it might be a reasonable start. I'll dig out the template files I had set up and share them here. (Nice rubble walls, Grivcin ! ) Edit: https://dl.dropboxusercontent.com/u/66536185/TileObjectsSplunkoid.pdn https://dl.dropboxusercontent.com/u/66536185/TileObjectsArchitecture.pdn Try either of these files in Paint dot net, it might give you a pointer on how to lay out tilesheets. (note I do not know how to make tilesets work for the new Zomboid - just managed to do it for previous versions - Thuztor is the man for that )
  7. Wait, i can edit it in the program without me even knowing? *Brain shrinks* It's not that straightforward, to be fair. There is a separate config file called 'init.cfg' that has a few variables you can play about with. One of those is the width of 'major' roads (the roads which run from town to town, and sometimes in the centre of larger towns).
  8. You can edit the width of the 'major' roads in mapzoid, if you want.
  9. New little block of single bed flats. Also reformatted the OP so that it can take a few more buildings and remain semi-readable.
  10. Another house added, and some variations of the small detached. Ninjaedit: Thanks Maklane, you too!
  11. I see what you mean, but I would still say you are much better off doing them individually and modifying anything iteratively as you go. The small gains in productivity you make will be offset hugely by the added benefit of having individual building files available at a later date. Get some graph paper (or just use excel or something), and plan and sketch your general buildings prior to starting. Whichever way you go, you'll find it a huge benefit to getting it done correctly and to your own vision.
  12. Not sure if there is anything stopping you doing it this way, but I personally wouldn't. What do you hope to gain? Marginal levels of convenience? I think this would be blown out of the water by the added utility of being able to duplicate / tweak positions of buildings etc, plus you can reuse significantly generic stuff for your next map.
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