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Posted on 09-23-11, 12:16 am
Buster Beetle


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The X and Y entrance shift options are in pixels and not tiles. So far I have not seen any difference using any other value other than multiples of 16.

I wrote this as a bug because all other map values are based on a 16x16 tile value. Again in this case breaking it down to pixels has shown no benefit.
Posted on 09-23-11, 12:49 am (rev. 1)
Fuzzy
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So you're saying that holding shift should lock it to a 16 pixel grid instead of 8 pixel?
Posted on 09-23-11, 02:06 am (rev. 1)
Buster Beetle


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Go to the entrance portion of the editor. I am referring to setting the camera X and camera Y values. They are in pixels. So are the actual coordinates of the entrance itself. The values are in the hundreds or thousands.
Posted on 09-23-11, 02:18 am
Fuzzy
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That's because the game stores them as pixel values. If they were changed to tiles then values that aren't multiples of 16 couldn't be used. I could change it so that the controls increment/decrement the value by 16 when the arrows are clicked if that would be helpful.
Posted on 09-23-11, 11:49 am
Buster Beetle


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Since: 06-29-11
Posted by Piranhaplant
That's because the game stores them as pixel values. If they were changed to tiles then values that aren't multiples of 16 couldn't be used. I could change it so that the controls increment/decrement the value by 16 when the arrows are clicked if that would be helpful.


That would help, yes.
Posted on 09-23-11, 09:01 pm
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OK, added in r255. I didn't make the X and Y position ones behave like this though because dragging with shift essentially does the same thing.
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