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Something I found out by making a map.
I was happily making a map anyways, and I came up with making MEGA background by scaling it. I realised if you make the background to big, it'll mess all the level up (it looks as if there was no background, just a little deferent) I recomend you try this, it's a little hard to explain. Just make a big background sprite and go to the edges. See? Kinda anoying, since it would be easier if you could have just one big background.
@firefalcon, on Feb 1 2007, 12:49 AM, said in Editor/Custum Level Bug:
This is actually a well documented bug. If the center of the sprite is too far off-screen, it will not be rendered. By creating a very large background sprite, you are moving the center of the sprite very far from the center of the screen for most possible fighter positions, and causing the sprite not to be rendered. You will have to either (a) tile the sprites yourself or (b) wait for 1.0.1 .
xander
If you size the sprite at around 350%, you won't have culling issues and tiling them by hand isn't too hard.
I've found 400% seems okay.
If you're not feeling like tiling background sprites yourself, nor redoing what you already did, you can always SketchMapMerge what you already did with 20x30GraphPaperBG (in fact, that was what originally gave me the idea for SketchMapMerge, with people finding this bug at first and not wanting to start over from this template).
@zacha-pedro, on Feb 1 2007, 12:21 PM, said in Editor/Custum Level Bug:
Actually, I found the same bug listed above on the 20x30GraphPaperBG But, I could do it from the "EmpyTemplete.SketchMap" in the examples
In 20x30GraphPaperBG there is no bug, of course you end up in unmapped space with the graphical glitch if you go too far away, but in a normal map there is to be walls to prevent you from going there, 20x30GraphPaperBG is as well-tiled a map as you can get. Oh, and by the way... (the last one at the bottom of the post)