Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
I have come across a weird thing in CS. I placed an NPC on 23,6 on my map. It kept moving. I tried everything. Then I decided to make a debug script that shows the Player X and Y when I press D. I found out that CS skipped every 5th y tile (eg it went 1,2,3,4,6,7,8,9,11 etc). Then I moved the NPC to 21,4. It then skipped every 5th tile starting on 6 (so 1,2,3,4,5,7,8,9,10 etc).
What is wrong. I have a 100x100 map with 32x32 movement tiles. It only takes me 80 movements to get from top to bottom. Why does CS miss out 20 movement tiles?
------------------ Pilky (url="http://"http://www.mcubedsw.com")M cubed homepage(/url) (url="http://"http://www.coldstonerc.cjb.net")Coldstone Resource Centre(/url) Cheesiest film line of all time "Flash I love you but we only have 14 hours to save the earth" from Flash Gorden
Perhaps the size of your ground tiles need to be larger or equal to the size of your movement tiles.
------------------ -- Debra Danillitphil Productions (url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)
What is the size of your ground tiles?
------------------ My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad. The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages. (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/damsels.sit?path=pog/addons&file;=damselsV1.1.sit")Damsels in Distress(/url) - A plugin for PoG. (url="http://"http://www.evula.org/rduck/RD-DEL.jpg")RD-DEL(/url)
Movement tiles are 32 x 32 Ground tiles are 32 x 32
As the map size is in movement tiles I wouldn't think that ground tiles would matter. I did notice that the hero wasn't on the same place in each ground tile every time (which I guess he should be if the ground tile and movement tiles are the same size.
The playing character does not end up in the same place on a tile every time. About the only way that would happen is if each step (stride?) was 32 pixels long. And even then, this would be thrown off by diagonal movement. Usually the playing character or an NPC can take one and sometimes two steps on each tile. Eight directional animation will never line up exactly with the movement tiles.
Your movement tiles and ground tiles are the same size. How many ground tiles are along one edge of your map? My guess is that if you count them you will find only 80 tiles. If the tiles are actually 40 pixels each dimension and are being placed in a 32 pixel grid, this might account for why the fifth tile disappears.