Probably not, regarding the textures. I find there is little need, usually. Mixing the normal maps and texture-ID's of the regular textures gives you enough tiles useable in different terrain settings.
I've finished up some of my other assignments and can finally start properly terraining this. Expect me to dump a screenshot or two in this thread every now and then.
That was my point though - with triggers, it kind of is. Pathing is never involved. Every area that's at some point accessible is painted green and this is never fiddled with. All you do is place down a couple regions and use 'soft-code' to keep players who don't meet certain requirements out of those regions. The animations really are your biggest problems here, and even then triggers have 'play animation X' actions.
I dunno about data, but something like this seems piss easy to do with triggers. Set up specific regions, an event that occurs when a player enters them, a condition that checks if the entering player has TM X and an action that pops up an error message/bounces them back if they don't. I mean - I can do that, and I'm not exactly a trigger whizz.
Well, we have certain milestone trainers in the Arena (each 10th, #90 probably being the final rival fight and 96-100 being elite 4 + champion) that are practically our version of gym leaders. We're only going to have 2 HMs - Fly and Surf. Cut, Strength and so on would be too hard to implement as they affect pathing and there are multiple players in the game at once.
To be fair, these sound easy. Instead of 'breaking' one tree, Cut could instead allow your trainer to walk through jungle-like terrain, similar to how Surf allows your trainer to 'walk' through water.
I'd be all for less HM's though - removes the need to take up useless attack spots on pokémon so you can more properly focus on building an awesome team. HM's serve as 'arbitrary' restrictions in that they prevent some high-level zones in low-level zones from opening up too quickly, but you could use other things such as items for this purpose too.
The best thing about this map is going to be that healing pokémon at a star centre will be instant. No more *Bleep*. *Bleep*. *Bleep*. *Bleep*. *Bleep*. *Bleep*. TUN TUN, DUNDUNDUN!
@KingPopSicle: Go
You're talking actual unit textures?
That'd be Maity's department.
Probably not, regarding the textures. I find there is little need, usually. Mixing the normal maps and texture-ID's of the regular textures gives you enough tiles useable in different terrain settings.
I'm gonna make it as epic as I can, though.
I've finished up some of my other assignments and can finally start properly terraining this. Expect me to dump a screenshot or two in this thread every now and then.
@TheAlmaity: Go
That was my point though - with triggers, it kind of is. Pathing is never involved. Every area that's at some point accessible is painted green and this is never fiddled with. All you do is place down a couple regions and use 'soft-code' to keep players who don't meet certain requirements out of those regions. The animations really are your biggest problems here, and even then triggers have 'play animation X' actions.
@TheAlmaity: Go
I dunno about data, but something like this seems piss easy to do with triggers. Set up specific regions, an event that occurs when a player enters them, a condition that checks if the entering player has TM X and an action that pops up an error message/bounces them back if they don't. I mean - I can do that, and I'm not exactly a trigger whizz.
To be fair, these sound easy. Instead of 'breaking' one tree, Cut could instead allow your trainer to walk through jungle-like terrain, similar to how Surf allows your trainer to 'walk' through water.
I'd be all for less HM's though - removes the need to take up useless attack spots on pokémon so you can more properly focus on building an awesome team. HM's serve as 'arbitrary' restrictions in that they prevent some high-level zones in low-level zones from opening up too quickly, but you could use other things such as items for this purpose too.
@SoulFilcher: Go
Then give them a beard, a tendency to complain about anything younger than them and a limp leg?
First terrain update went out today. If you bug maity enough you may get a sneak peek at the choose-your-starter lab.
The best thing about this map is going to be that healing pokémon at a star centre will be instant. No more *Bleep*. *Bleep*. *Bleep*. *Bleep*. *Bleep*. *Bleep*. TUN TUN, DUNDUNDUN!
This map is totally awesome, like everything produced by this wonderful mapping duo.
I wonder where they always get their awesome terrain from, though.