-
```
I mentioned this before. The issue is there is no easy way to tell when a
vertical shaft leads to
safely and when it leads to falling off the world. This is really frustrating
because it makes …
-
```
I mentioned this before. The issue is there is no easy way to tell when a
vertical shaft leads to
safely and when it leads to falling off the world. This is really frustrating
because it makes …
-
I've been thinking about the procedural generation of terrain, and I've begun to write some algorithms for it. I've run into some issues. Fair warning, this is a long post. Lots of questions.
First…
-
In TIled, we have maps with meta tile types of Void, Wall, Floor, Pit. These are mainly used for Automapping.
Pits are areas where the player can't walk, but flying objects and enemies can cross it. …
-
-
```
I mentioned this before. The issue is there is no easy way to tell when a
vertical shaft leads to
safely and when it leads to falling off the world. This is really frustrating
because it makes …
-
```
I mentioned this before. The issue is there is no easy way to tell when a
vertical shaft leads to
safely and when it leads to falling off the world. This is really frustrating
because it makes …
-
```
I mentioned this before. The issue is there is no easy way to tell when a
vertical shaft leads to
safely and when it leads to falling off the world. This is really frustrating
because it makes …
-
```
I mentioned this before. The issue is there is no easy way to tell when a
vertical shaft leads to
safely and when it leads to falling off the world. This is really frustrating
because it makes …
-
```
I mentioned this before. The issue is there is no easy way to tell when a
vertical shaft leads to
safely and when it leads to falling off the world. This is really frustrating
because it makes …