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Water

Posted: 28 May 2017, 04:35
by KINGTUT10101
I would like to know if I could use the water tile texture for my plug-ins (If I use it I'll credit the creator). If yes, then could someone send me the texture?

Posted: 28 May 2017, 17:26
by KINGTUT10101
Yes, but it doesn't work for me when I'm making a ground plug-in.

Posted: 28 May 2017, 17:33
by Lobby
Have fun 8)
Image

As we might modify the textures in the future you might have to update your plugin then.

Posted: 28 May 2017, 17:54
by KINGTUT10101
Thanks!

Posted: 28 May 2017, 18:13
by KINGTUT10101
I've run into a problem. They don't appear in the game. They will still generate in the background, but I can't find them in any building tabs.

Posted: 28 May 2017, 18:23
by KINGTUT10101
Image
Any suggestions on how to solve this?

Posted: 28 May 2017, 18:29
by CommanderABab

Code: Select all

"type":"water,"

Posted: 28 May 2017, 18:47
by KINGTUT10101
Adding those to the plug-in made it disappear. I'll just add my json onto this post so someone can tell me what I did wrong

Code: Select all

[
   {
      "author": "Kingtut 101 and TheoTown (Water Texture)",
      "frames": [
         {
            "bmp": "searock1.png"
         },
         {
            "bmp": "searock2.png"
         },
         {
            "bmp": "searock3.png"
         }
      ],
      "height": 1,
      "id": "oceanrocks.kt101",
      "needs land": false,
      "needs water": true,
      "price": 1000,
      "text": "Some rocks for your oceans.",
      "title": "Sea Rocks",
      "type": "water",
      "width": 1
   }
]

Posted: 28 May 2017, 19:04
by CommanderABab
Which png file is which? It matters. :)

Posted: 28 May 2017, 22:52
by KINGTUT10101
In order from 1 to 3:
Image
Image
Image

Posted: 28 May 2017, 23:08
by Lobby
The pivot point is not set properly. The default behavior here works well for buildings and normal ground, but not for water, which now has to be moved 4 pixels down. To achieve that I recommend to set the pivot point manually. Here, this will look like

Code: Select all

...
{"bmp": "searock1.png", "handle y": 4},
...
We don't have to set handle x as it's 0 by default.

Posted: 28 May 2017, 23:23
by KINGTUT10101
They still don't appear in the game, but thanks for the help with the texture.

Posted: 28 May 2017, 23:28
by Lobby
That's a problem as for water only one object can be used at the same time. I would recommend to use type "decoration" instead. Why does it have to be of type water?

Water

Posted: 28 May 2017, 23:32
by Mg3094066
I wish the ships could pass down the bridges and cables. I've done a new survey about a new way to generate maps

Posted: 28 May 2017, 23:46
by CommanderABab
I can get ýour rocks on water. You have to decide which one shows up the most. :)

Posted: 28 May 2017, 23:52
by KINGTUT10101
Lobby wrote:That's a problem as for water only one object can be used at the same time. I would recommend to use type "decoration" instead. Why does it have to be of type water?
So they generate in maps naturally.

Posted: 28 May 2017, 23:52
by KINGTUT10101
CommanderABab wrote:I can get ýour rocks on water. You have to decide which one shows up the most. :)
I would prefer the first one. Thanks for the help.

Posted: 29 May 2017, 00:28
by Lobby
We might spawn some decorations in map creation :roll:

Posted: 29 May 2017, 00:31
by CommanderABab
It involves placing bridges, so therefore would be in the transport tab, but at least you can place multiple tiles at once. :)

Posted: 29 May 2017, 00:37
by Josh
Lobby wrote:We might spawn some decorations in map creation :roll:
Maybe some fallen trees and some rocks