Ambrosia Garden Archive
    • What size are the tiles supposed to be in a map?


      My maps always look deformed, because the tiles are too small. What size should I make them to match the other maps for POG, "Boberus City" etc.?

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    • Quote

      Originally posted by IcyDragon:
      **My maps always look deformed, because the tiles are too small. What size should I make them to match the other maps for POG, "Boberus City" etc.?

      **

      Ground tiles should be 96 x 96 pixels. Movement tiles are 32 x 32 pixels. In your map editor, click and hold the "Tools" button up in the top left corner. Slide over to "Change map dimensions" and set the ground tiles to 96.

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      My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
      The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/damsels.sit?path=pog/addons&file;=damselsV1.1.sit")Damsels in Distress(/url) - A plugin for PoG.

    • Thank you SOOOOOOOOO much!

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    • You can have other sizes for other games though right?

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      "There are no turtles anywhere" Ponder Stibbons

    • Correct, but I believe that the dimension of the ground tile would always be three times the movement tile. In other words, if the movement tiles were 24 x 24, then the ground tiles would be 72 x 72.

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      My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
      The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/damsels.sit?path=pog/addons&file;=damselsV1.1.sit")Damsels in Distress(/url) - A plugin for PoG.

    • Are you sure RD? I've got ground tiles at 96x96 and movement at 30x30.

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      -- Debra
      Danillitphil Productions
      (url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)

    • Quote

      Originally posted by Debra:
      **Are you sure RD? I've got ground tiles at 96x96 and movement at 30x30.

      **

      This might be working, but if the movement tiles do not fit the ground tiles with a simple multiplier then you might have troubles at the east and south edges of your maps where the movement tiles will either hang over beyond the ground tiles or not reach the edge of the map. There could conceiveably be some problems in the interior where movement tiles overlap two ground tiles, especially where access lines are drawn. I just always thought that there was good reason that exactly nine movement tiles covered one ground tile. I have no proof or experience to back this up.

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      My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
      The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/damsels.sit?path=pog/addons&file;=damselsV1.1.sit")Damsels in Distress(/url) - A plugin for PoG.

    • Quote

      Originally posted by Rubber Ducky:
      Correct, but I believe that the dimension of the ground tile would always be three times the movement tile.

      Not necessarily so - I've had no problems with a map using ground tiles twice the size of the movement tile.

      I haven't tried using ground and movement tiles that don't match up at a 1:X ratio, as I can't really see the benefit of doing so. But I don't think there would be a problem with it.

      I've made maps before where the ground tiles extend past the end of the movement tiles (such as with 1:3 tiles and a 20x20 map) with no problems.

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      'You can either be on the stage, just a performer, just going through the lines...or you can be outside it, and know how the script works, where the scenery hangs, and where the trapdoors are. Isn't that better?'
      -- T. Pratchett

    • Quote

      Originally posted by Glenn:
      Not necessarily so - I've had no problems with a map using ground tiles twice the size of the movement tile.

      Actually, I amended this in the next post to read "a simple multiplier."

      Quote

      **I've made maps before where the ground tiles extend past the end of the movement tiles (such as with 1:3 tiles and a 20x20 map) with no problems.

      **

      That has not, to my knowledge, ever been a problem. 96 x 96 ground tiles do not fit the 100 x 100 or the 200 x 200 maps either and these are the most common sizes in PoG.

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      My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
      The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/damsels.sit?path=pog/addons&file;=damselsV1.1.sit")Damsels in Distress(/url) - A plugin for PoG.

    • No, the maps don't have to exactly fit the dimensions. Coldstone creates a red outline where the boundaries are, and the Player doesn't go beyond the red line. I don't think there's a connection between size of ground tiles and movement tiles.

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      -- Debra
      Danillitphil Productions
      (url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)