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luckwii |
Posted on 09-23-11, 12:16 am
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Buster Beetle
Karma: 379 Posts: 283/464 Since: 06-29-11 |
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. |
Piranhaplant |
Posted on 09-23-11, 12:49 am (rev. 1)
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Fuzzy
Full mod Karma: 1183 Posts: 199/785 Since: 06-28-11 |
So you're saying that holding shift should lock it to a 16 pixel grid instead of 8 pixel?
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luckwii |
Posted on 09-23-11, 02:06 am (rev. 1)
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Buster Beetle
Karma: 379 Posts: 286/464 Since: 06-29-11 |
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.
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Piranhaplant |
Posted on 09-23-11, 02:18 am
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Fuzzy
Full mod Karma: 1183 Posts: 201/785 Since: 06-28-11 |
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.
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luckwii |
Posted on 09-23-11, 11:49 am
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Buster Beetle
Karma: 379 Posts: 287/464 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. |
Piranhaplant |
Posted on 09-23-11, 09:01 pm
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Fuzzy
Full mod Karma: 1183 Posts: 203/785 Since: 06-28-11 |
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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