Fondusi’s Dev Blog – Week 3 – Tile Behaviours


This week we got some of the extra mapping tools working like the paint bucket and the eye dropper, which allows you to select a tile from the map (so you don’t have to find it on the tilesets). We also set up “tile behaviours” (read the full post for more info), added the ability to switch between player mode and camera control, added some validation functions for mouse clicks on the game from (see here for more details), added an outline for the player name font, and did an overhaul of the particle engine system to make it more generic and useful.

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Fondusi’s Dev Blog – Week 1 – Tile Engine and Map Structure


Assuming you’ve read up on the first post, it’s time for the first (back-logged) Fondusi’s Development Blog weekly post.

Week 1 – August 1st – 7th

Note: We decided to start out making the map editor so we could get the tile engine up and running quickly before we needed the server, client or networking code. So, until further notice, all posts relate to developing the map editor.

This week I set up the solution’s main projects and began work on the tile engine. I based the map layout on the old game’s map objects and added new capabilities as I saw fit. The major new addition was using map layers. Basically, this is like having two maps stacked on each other. There are special tiles that allow the character to switch between layers. This means we can do things like allow players to walk over other players on bridges or have a house with two floors on the same map.

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