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Dusty, I hope you're using classes for reused NPCs. For any tree-top NPCs you could probably have a single class to specify image clipping parameters (as well as tree color parameters) if that's not already the case. Definitely a solid move not to rely on filenames being updated for winter tiles and images.
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I am well aware of classes, but you have to realize Classic was around for years before I got on the project. Years of non-scripters adding content.
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Edit: Also, you could have repetition parameters. There's no reason to be sourcing more than just a single image for treetops or more than a single script for a single rectangular grid of treetop tiles.
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There is only one tree image.
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Also, I don't get what the issue with the grass was. Only thing that I have a pet peeve with is when 4x4 square swamp grass tiles can't be cut. Some swamp grass tiles are diaganols though and so a 4x4 of those type probably shouldn't be cuttable. You could write up a debugging script that draws squares around cuttable grass and different smaller different-colored squares around would-be cuttable grass to help make that more consistent.
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None of that had anything to do with the "grass issue." It was simply that the sprite images weren't properly reflecting the tileset in houses(so people were picking up blue bushes from the winter sprites when their houses were using the grass tileset). This was all fixed last year, but they seemed to creep back into existance because non-scripters.
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Some cliff tiling, in the meantime, is really annoying. It's like people forget proportions or something. I spent a ton of time normalizing cliff tiling in my time. Fortunately my work covered almost all of the overworld (at least the parts that haven't been retiled since). Of course proper cliff tiling can be restrictive with ledges. Air Asia was a really good example of bad cliff tiling where that wasn't the case.
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Air Asia is an example of a lot of bad things.