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- Jan 18, 2016
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I am working on a runtime terrain and map generator for RMMV. So far, things are going well. I have a stream generator that works really well (Perlin noise + A*). I even have it mapping autotiles correctly so the stream looks like something that you could make in the editor.
I wanted the stream to be more generic than what's in the base tilesets so I took the A1 outside tileset and stripped out the grass around the water. This worked too. Now I can put a base floor/terrain in layer 0 and put a stream in layer 1 and they are independent for the most part. Now for the issue...
If I put A1 tiles into the second lower layer, I loose animation. I traced the issue down to line 4108 of rpg_core. I modified it look at both layer 0 and layer 1 for A1s...
if (!lowerTiles.equals(lastLowerTiles) ||
((Tilemap.isTileA1(tileId0) || Tilemap.isTileA1(tileId1)) && frameUpdated)) {
My question is: is the original code "by design?" This seems like an oversight. I would make my plugin just override this method but it's a huge critical piece of code that I would like to not override for the sake of one little or statements. Thoughts?
I wanted the stream to be more generic than what's in the base tilesets so I took the A1 outside tileset and stripped out the grass around the water. This worked too. Now I can put a base floor/terrain in layer 0 and put a stream in layer 1 and they are independent for the most part. Now for the issue...
If I put A1 tiles into the second lower layer, I loose animation. I traced the issue down to line 4108 of rpg_core. I modified it look at both layer 0 and layer 1 for A1s...
if (!lowerTiles.equals(lastLowerTiles) ||
((Tilemap.isTileA1(tileId0) || Tilemap.isTileA1(tileId1)) && frameUpdated)) {
My question is: is the original code "by design?" This seems like an oversight. I would make my plugin just override this method but it's a huge critical piece of code that I would like to not override for the sake of one little or statements. Thoughts?
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