If you're looking at generating random tilemaps I have some code to do that. <http://mccormick.cx/news/entries/blog-post-game-code-dabbling> Let me know if anyone wants it and I'll put it online!
Best, Chris. On Wed, Jun 24, 2009 at 08:35:31PM -0700, Devon Scott-Tunkin wrote: > > I don't know if this is helpful but I came across it the other day. > > http://www.gamedev.net/reference/articles/article934.asp > > I believe it's basically just saying that when creating the top transition > tile layer check the 8 surrounding tiles of each tile on the screen (or the > whole generated map if you want) to see if they are of a lower terrain type > then the current tile. If so, apply the correct transition tile to use from a > tilesheet indexed the same as the for loop doing the checking or however you > want to keep track of which edge of the tile you're currently checking. > > I haven't done it myself, but if you get something working let me know. I am > planning on doing the same thing in one of my projects but it is a ways off. > > Devon > > > --- On Wed, 6/24/09, Michael Fiano <michael.fi...@gmail.com> wrote: > > > From: Michael Fiano <michael.fi...@gmail.com> > > Subject: [pygame] resources for edge tile algorithm > > To: pygame-users@seul.org > > Date: Wednesday, June 24, 2009, 9:07 PM > > I am looking into edge tile placement > > algorithms for 2D square tile > > maps, for the pygame 'bloodcurse'. The idea is I > > have a layer of square > > tiles representing each type of terrain laid down. Then > > another layer > > with transparent curves is layered over the top of the > > previous layer > > to create transitions from terrain x to y. I can do this > > fine manually, > > but I was wondering what similar ideas anyone has done, or > > any relevant > > links on the subject? Ultimately, layer 1 will be randomly > > generated, > > and 2 will have to follow. > > > > > > Thanks > > > > > ------------------- http://mccormick.cx