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Ciber Ninja

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Posts posted by Ciber Ninja

  1. How will the future version with angled road tiles handle them? Is it all done via blends or do you have a special Lua tool to draw them?


    I've been reading through the existing Lua tools to try and figure out how to make my own, and I have a question. Is the Lua you use in TileZed/Lua related to the lua plugin TileZed/plugins/tiled/lua.dll ?
    I ask because I am confused reading the docs for Tiled which talk about javascript & python APIs but only mention LUA as an export format. And the "Lua Scripting in TileZed " doc hints that this might be some custom thing.

    If it is in house, could I request that you expose access to objects. I want to try re-implementing my old python script for creating the dirt patterns inside farm plots, and it would be nice if there was a way to specify the shape of the plot with a polygon before commiting changes to tiles.
     

  2. Since the dawn of Zomboid players have lorded their stairless second floors over the poor downtrodden zombinos. I say no more! No more shall the discovery of a sledgehammer herald perfect safety! No more shall ubiquitous invincible fences obstruct the passage of the great hordes!

    All zombies everywhere must rise up in revolution!

    Rise up in the form of a pile of bodies!

    Proposed mechanic:

    When a large horde of zombies forms pushing up against a wall, zombies near the center of the horde should slowly be visually lifted up until their pile is large enough to reach the second Z-level.

    obviously this can only happen with truly huge hordes, partially for balance, but also because I think you would need a bunch of zombies to make it look good visually. If they are dense enough that you can't see the ground, then it won't look so weird if ones near the center aren't actually touching it. 

    Piling up like this should crush some small portion of the zombies, turning a few into crawlers & maybe leaving a corpse or two behind when they move on.

    And even with really big hordes, only a trickle can actually make it over the fence / to the 2nd level since most of them are needed to form the pile itself.

  3. Yeah it's kind of an annoying legacy thing. They used to only have single tile trees, then when they added multi tile trees they did some sort of weird replace script so they would not have to redo the entire map I guess, but I guess we still don't have a good way to manually place multi-tile trees.

  4. Although you need to make roads & buildings align to the grid, you can get away with making organic shapes like the river shoreline more true to life. I also see several small creeks throughout the area which could be useful for sectioning off parts of the map. For instance you could make broken bridges over them. 

    Also you don't necessarily need to have north/south in your map match real life. If you focus on just the downtown area you could rotate 45 degrees to make things align more nicely.

    I suggest sectioning the map into smaller chunks inorder to have the highest chance of finishing.

  5. you don't actually need to make rounded road edges to make good looking rounded roads. Instead, make rounded road centerline markings. you can hide jagged road edges behind grass, but some large radius curved yellow markings would really tie things together.

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