Post your blueprints!

zargulthewizard
Member
 
Posts: 194
Joined: Wed Jul 26, 2017 18:10
In-game: zargul

Re: Post your blueprints!

by zargulthewizard » Wed Mar 21, 2018 23:53

Nice tool! I will create a python version Lord willing.
May God be with you, always.
 

ptvirgo
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Posts: 45
Joined: Thu May 26, 2016 22:18
GitHub: ptvirgo
In-game: Mox

Re: Post your blueprints!

by ptvirgo » Thu Mar 22, 2018 05:13

So - bad news / good news...

Bad news:
* Changing the external tile-sets breaks any blueprints that use them.
* TileD doesn't handle tiles with different sizes very gracefully, so you'll have to decide for yourself what to do about making two-tile doors.

Goodish news: twoelk - your rotated trees idea was important; I made the change, even though it broke a couple of my blueprints. I'd rather not do that again, so I cleaned up everything else I could think of and made minetest_game.tsx set as accurate as I could.

For our purposes this feels like a bit of a design flaw in TileD. Not a deal-breaker for me. This is still much better than graph paper or pushing pixels; but it does mean I'm leaving the exported tileset alone after this week.

You can add any tiles you want directly in your own maps or blueprints (same as I did to put these together). If you want to do that, just click map -> new tileset and follow the instructions.

Anyway, hope that helps. Now go build something good.
 

zargulthewizard
Member
 
Posts: 194
Joined: Wed Jul 26, 2017 18:10
In-game: zargul

Re: Post your blueprints!

by zargulthewizard » Sun Mar 25, 2018 02:03

More motivation to build python version. Personally, I recommend using ASCII art.

Edit: what did I just say???
May God be with you, always.
 

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