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Ciber Ninja

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Everything posted by Ciber Ninja

  1. Now the question is if this will be one of those guides that says "more coming soon" for the next six months.
  2. Expressions of general agreement
  3. If you tie support distance to carpentry skill, then you should let engineer or construction worker or both start out with max support distance.
  4. TLDR: Massed zombies can reach elevated areas and over walls Have you ever been like " wow, this game is so easy, I wish that destroying the staircase did not, like, make me invulnerable to zombies, but I feel like letting them, like, climb sheet ropes would be totally, like, stupid you know?"? Well! Have I got an idea for YOU *le violent pointing". Why not let zombies climb on top of each other when you get a good sized horde attacking a wall? Every N times a zombie has attacked without moving, check how many zombies Z are within M tiles, weighted by distance. There are two probabilites T and C which increase in proportion with Z T is the likelyhood that the zombie becomes trampled (a crawler). C is the likelyhood that the zombie is teleported forward and up one square in the direction it is facing. As Z increases, visualy draw the zombie as though it was higher up. This would both allow large hordes to reach higher floors and over walls if allowed to proceed unmolested. Could be extended to allow multi story zombie piles for taller buildings. Might also be nice to have some way to deal with the obvious solution of building an overhanging floor. Basically the idea is that no base should be able to survive an indefinite siege.
  5. Looks very good., but I am not sure what is going on with the propeller.
  6. Well if you don't want criticism then I will leave you alone in this thread. By yourself. /s
  7. Those corpse bags are maybe a bit too bloody.
  8. They get the final product. Rules and Blends are only used when you use bmp to tmx
  9. In your tilezed folder there are two files : Blends.txt and Rules.txt. These control how your bmp is converted into a tmx. You can find information about using them in the tilezed help menu.
  10. Ciber Ninja

    Custom Blends

    Has anyone had success with them?
  11. You could try creating a custom blend, but I personally have been having trouble with them.
  12. If you wanna help me out, just navigate to Old Mission, Michigan (using google earth) and work your way top to bottom left to right down the peninsula. If you are interested, I can pm you my wip map so that you know what I have changed to make everything compatible with an isometric system. Fyi I think the northernmost building is a lighthouse. I can also put together an itemized list of every building I need and its role if that helps.
  13. If you are using paint.net, I recommend the Selective Palette plugin. You can choose a palette of colors and all pixels in your image will be assigned to the closest color. Find it here : http://forums.getpaint.net/index.php?/topic/8043-curtis-plugin-pack-update-for-354/
  14. Just watching you work without understanding your words was a great help.
  15. You can save some time by messing around with some of paint.net's image processing tools like posterize. Basicly lets you quickly generate terrain, and even some roads although you usually have to do some cleaning up.
  16. My bet is the introduction of roads which are no longer tile based, instead they will be polygons which can point in any direction.
  17. I recall there being a utility for converting flat textures to isomorphic. Its not hard to do by hand, but would be more conductive to fast iteration.
  18. Or diagonal roads, or any texture pack that includes nicer road textures?
  19. Take my words with a grain of salt because I have never actually gotten around to finishing a map, but when I get the urge to map I start by finding a nice candidate site in google earth. Then I stitch screenshots together in paint.net. With a bit of fine tuning you can extract a mask of forested areas, though it often has to be cleaned up manually. My rule of thumb for sizing things is that a 1 lane road takes up 3 squares, beyond that I just roughly trace the images. My pipeline consists of throwing everything into a file on the desktop, and I doubt any mappers use version control but if anyone does feel free to correct me. Coming at this from the perspective of a programmer seems like a good plan, I look forward to seeing your work.
  20. NOTICE: Continues progress is tied directly to positive feedback. It would also help if someone confirmed that this crud actually works. Been working on some tools to help with map making. Primarilly, these will take an input image and output a more detailed one. They should work on any windows system, but I make no promises as to their speed or functionality on other systems. Farmify: Description: Takes an image with farm fields denotated by the color (255, 170, 0). Detects contiguous patches of farm and assigns them a random orientation. Fills each patch with a semi random selection of dirt and grass to simulate furrows. Furrows near the edge follow the edge, while ones in the center follow the fields orientation. For best results you should round the corners of your fields. To Do A proper GUI Expose internal variable to allow customization Multiple image loading for seamless generating General optimizations Ability to spread generation outside designated area for better blending Add a way to save sets of settings Changelog --- Download V1 Roadiculate I have some ideas on how I could alter the algorithm I use to help with roads too. And any other feature that can be related to a pixels coordinates and its distance from edges and corners.
  21. Just send me any image you want farmified. The parts you want turned into farms should all be the same color. It looks best if you round off corners and make borders a little wavey.
  22. What is your process for creating empty farm fields? If you want I have been working on a program where you designate the area you want to be a field and it automagically fieldifys it.
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