Gaby
Retired Staff
Posts: 3,537
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Post by Gaby on Oct 20, 2007 20:07:25 GMT -8
IMHO this information is irrelevant... we do not count the tilez (available or non)... we use only what we can use and do not care about the tilez we cannot...
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Post by SwordGrunt on Oct 21, 2007 5:09:21 GMT -8
I thought of something like this, when someone did not have a specific tile in his/her Gruntz.Rez, a tile that everyone has but very few use. For example, in a different computer I do not have Gruntziclez tile #9... that is something that I can notice, because it is one of the main tilez. But, for example, if someone doesn't have some of these 'invisible' tilez (In HS, HR or GS), he/she may even not see that, because they're useless and repeated. In level designing this could be something fatal. Maybe it shouldn't be the total, but each tile number available/unavailable in a graphicz set? Then the total? That's because we know the tile numberz already. The suggestion is best for new Designerz.
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Theo
Designer
Posts: 131
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Post by Theo on Nov 29, 2007 9:56:48 GMT -8
Hi! Well, my Gruntz Level Editor is a bit messed up. When I scroll down or up, the objects are moving and are not in their right place and when I switch modes from object to tile, they change again. Edit: Also, the tile images don't show if I don't click on them. Is there a fix of this or something? Thanks in advance for helping! Teo
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Post by SwordGrunt on Nov 29, 2007 10:37:33 GMT -8
I've had a similar problem. For example, if you load a 20X15 level in the GLE in full screen, a block of tiles to the right and to the bottom will be 'invisible', and if you change any object, when the Edit Objects is closed, all the logics in the level get messed up. Is that your problem? If yes, then just don't set it to full screen, but go enlarging the window until it's on the borders of the level.
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Theo
Designer
Posts: 131
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Post by Theo on Nov 29, 2007 10:46:49 GMT -8
Yes, that's the problem! I just won't enlarge it anymore. Question: If I have a custom level, how do I post it here?
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Gaby
Retired Staff
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Post by Gaby on Nov 29, 2007 10:59:34 GMT -8
you can e-mail it to GooRoo...
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Theo
Designer
Posts: 131
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Post by Theo on Nov 29, 2007 11:09:54 GMT -8
you can e-mail it to GooRoo... What's his email? He has hidden it.
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kohtaro
New Gruntzer
Nothing's better than Gruntz!
Posts: 8
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Post by kohtaro on Apr 24, 2009 3:03:47 GMT -8
I have a question, is there Floodfill like function in Gruntz level editor? It's a pain to cover whole level manually with water, especially on templates
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Tomalla
Designer
General Modder
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Post by Tomalla on Apr 24, 2009 7:16:13 GMT -8
If I recall correctly, in Tilez mode go to Toolz >> Fill
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GooRoo
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Post by GooRoo on Apr 24, 2009 7:18:49 GMT -8
I have a question, is there Floodfill like function in Gruntz level editor? It's a pain to cover whole level manually with water, especially on templates Yes, it is under Tools in the Tilez mode menu, and called "Block Copy". I usually set tilez 1 through 8 in X=0, Y=0 through X=7, Y=0 ... then copy X=0,Y=0 to X=8, Y=0 for the (width of my map - 8) rest of the line. Then I choose something like the digitz in the value of PI, or natural log e and copy line Y=0 to Y=1 through Y=n (number of rowz (height) of my map) to varying starting (X value) pointz. That gives me a base which (in most graphicz setz) is somewhat random appearing, instead of bland (all tile #1 throughout the map ). Then I start adding in the puzzlez.
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Post by oldone on Apr 25, 2009 11:00:09 GMT -8
Sorry GooRoo, but imo Tomalla was right. To flood, use the Tools>Fill or tools>replace. Block copy is possible but why?
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Tomalla
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Post by Tomalla on Apr 25, 2009 12:24:33 GMT -8
Well, I've never used BlockCopy - to many parameters and options! Before I would find out what textbox corresponds with anything ... I would have a biig overgrown beard! I create puzzles for years and NEVER used that command. If I need to cover certain area with one tile, I would cover it manually - It would be much faster for me
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GooRoo
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Post by GooRoo on Apr 25, 2009 17:06:50 GMT -8
Sorry GooRoo, but imo Tomalla was right. To flood, use the Tools>Fill or tools>replace. Block copy is possible but why? Because Flood Fill is just that ... flooding the area with multiple copiez of the same tile ... boring!!! My method createz a varied basic background, which is overlaid by the puzzlez, and (IMHO) lookz far more interesting than an 80X80 area all of tile #1.
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Post by SwordGrunt on Apr 25, 2009 18:13:45 GMT -8
Block Copy alwayz goes wrong with me I think I did manage to get it working once but I'm not very familiar with the feature
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Post by TimeBomberz,ching13 on Oct 27, 2010 3:22:22 GMT -8
I think the Gooroo's html GLE manual is missing the tile trigger configuration for silver time switch... It's seems the official GLE help file couldn't open in my windows 7 OS =(
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GooRoo
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Post by GooRoo on Oct 27, 2010 7:03:56 GMT -8
I think the Gooroo's html GLE manual is missing the tile trigger configuration for silver time switch... It's seems the official GLE help file couldn't open in my windows 7 OS =( I just went into the Gruntz Level Editor Index (HTML member) and found this tutorial on Silver Timer Switch and Silver Pyramid usage.
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Post by TimeBomberz,ching13 on Oct 28, 2010 5:15:14 GMT -8
But the tutorial there didn't mention which logic field value stands for initial delay time, active time and delay time. Or do I missed it? O.o
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GooRoo
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Post by GooRoo on Oct 28, 2010 5:56:02 GMT -8
But the tutorial there didn't mention which logic field value stands for initial delay time, active time and delay time. Or do I missed it? O.o When I return from my match I will re-open that tutorial and ensure that the information is there.
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Zu
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Post by Zu on Oct 28, 2010 8:53:36 GMT -8
As GooRoo said on my previous question in other topic, it's the same as for toggling bridgez, except that it doesn't use Health field.
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Zu
Retired Staff
Posts: 752
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Post by Zu on Nov 24, 2010 15:33:41 GMT -8
I just learned that tilez 97 and 98 are not actually Clear - they act like Solid tilez instead, as gruntz cannot walk on them and they die if they enter them through arrowz. EDIT: Oh, and just one more thing - can I suggest adding this discovery to the GruntPuddle article?
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