This allows map makers to add alot of different and new tiles for their maps, and Im really happy with the result! Though Im a horrible map maker, here are examples of how the autotiler works c: It was a huge pain, and honestly I cant believe I managed to do something of the sort haha XDĪfter researching a bit, I found a great awnser and technique on how to autotile entities. Something else I started working on was the ability of autotiling. :o It depends on the imagination of the map maker. With this, you can make death pits, secret armory rooms, hiding spots, ect. The main idea for this was for players to add a little more variation on battlefields. Thats when I realized that destiny didnt have the ability to create multiple worlds/rooms. ![]() Something the editor was missing was the ability to use doors. The great part about this though, is that it allows easy and fast access of info when needed. It takes way to long to add one of these little monsters. The bad part about this, is that adding a pokemon takes approximately half an hour due to the sprites having to be set, aswell as their base stats and attacks. It saves their evolution, id number,name,type,base stats,ect. ![]() Im not happy with this, and Im looking to see If I can find another fancy way of getting around this issue.Īside from that, everything else is completely managed on the server side of the game!Ī bit messy, but it manages XD! What you can see below is pretty much how the server handles information for every single pokemon. If so, the server kicks the client and adds a potential hack alert to the logs. ![]() A quick fix was to check the current position on the server map, and check if the player is in a tile they arent supposed to be in. Stats and position are saved on the server side, but tile collision detection is still being handled in the client. A while ago while working on server side stuff, I started messing around with tile positions and attempting to increase server security.
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