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	<title>Comments on: </title>
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	<link>https://mm.soldat.pl/development-log/629</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/629/comment-page-1#comment-114891</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Sat, 31 Oct 2009 11:01:46 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=629#comment-114891</guid>
		<description><![CDATA[Epsicode: That&#039;s a nice editor, too bad I don&#039;t like tools programming. Big thanks for mentioning hflip and vflip I didn&#039;t think of it!

yv3: you got to spend some time offline which is always cool :).
This breaks my postulate &quot;Don&#039;t do what a computer can do for you&quot;. I&#039;m trying to make the computer do this stuff.]]></description>
		<content:encoded><![CDATA[<p>Epsicode: That&#8217;s a nice editor, too bad I don&#8217;t like tools programming. Big thanks for mentioning hflip and vflip I didn&#8217;t think of it!</p>
<p>yv3: you got to spend some time offline which is always cool :).<br />
This breaks my postulate &#8220;Don&#8217;t do what a computer can do for you&#8221;. I&#8217;m trying to make the computer do this stuff.</p>
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		<title>By: yv3</title>
		<link>https://mm.soldat.pl/development-log/629/comment-page-1#comment-114466</link>
		<dc:creator><![CDATA[yv3]]></dc:creator>
		<pubDate>Thu, 29 Oct 2009 08:20:18 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=629#comment-114466</guid>
		<description><![CDATA[This is my technique to arrange tiles :) :

http://yv3.yv.ohost.de/forum/index.php?topic=16.0]]></description>
		<content:encoded><![CDATA[<p>This is my technique to arrange tiles <img src="https://mm.soldat.pl/wp-includes/images/smilies/simple-smile.png" alt=":)" class="wp-smiley" style="height: 1em; max-height: 1em;" /> :</p>
<p><a href="http://yv3.yv.ohost.de/forum/index.php?topic=16.0" rel="nofollow">http://yv3.yv.ohost.de/forum/index.php?topic=16.0</a></p>
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	<item>
		<title>By: Epsicode</title>
		<link>https://mm.soldat.pl/development-log/629/comment-page-1#comment-114362</link>
		<dc:creator><![CDATA[Epsicode]]></dc:creator>
		<pubDate>Wed, 28 Oct 2009 09:50:32 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=629#comment-114362</guid>
		<description><![CDATA[I meant paint bucket tool in the third point :-)]]></description>
		<content:encoded><![CDATA[<p>I meant paint bucket tool in the third point <img src="https://mm.soldat.pl/wp-includes/images/smilies/simple-smile.png" alt=":-)" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
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	</item>
	<item>
		<title>By: Epsicode</title>
		<link>https://mm.soldat.pl/development-log/629/comment-page-1#comment-114361</link>
		<dc:creator><![CDATA[Epsicode]]></dc:creator>
		<pubDate>Wed, 28 Oct 2009 09:49:35 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=629#comment-114361</guid>
		<description><![CDATA[I worked extra hard on my game engine&#039;s authoring tool to make the Tile Editor efficient: (http://www.youtube.com/watch?v=pihVtTwJsrk at 00:56)

- selection tool (consecutive tiles or not) with copy/paste for quickly drawing patterns of tiles, instead of painting one tile at a time
- brush tool to draw tiles, can draw multiple times the same tile if needed, to fill a big area
- paintbrush tool to fill an area with a tile, easily achieved with a recursive algorithm
- delete tool

Each tile supports 4 rotations (by 90deg ofc) and HFlip/VFlip.]]></description>
		<content:encoded><![CDATA[<p>I worked extra hard on my game engine&#8217;s authoring tool to make the Tile Editor efficient: (<a href="http://www.youtube.com/watch?v=pihVtTwJsrk" rel="nofollow">http://www.youtube.com/watch?v=pihVtTwJsrk</a> at 00:56)</p>
<p>&#8211; selection tool (consecutive tiles or not) with copy/paste for quickly drawing patterns of tiles, instead of painting one tile at a time<br />
&#8211; brush tool to draw tiles, can draw multiple times the same tile if needed, to fill a big area<br />
&#8211; paintbrush tool to fill an area with a tile, easily achieved with a recursive algorithm<br />
&#8211; delete tool</p>
<p>Each tile supports 4 rotations (by 90deg ofc) and HFlip/VFlip.</p>
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	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/629/comment-page-1#comment-114358</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Wed, 28 Oct 2009 09:02:01 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=629#comment-114358</guid>
		<description><![CDATA[Those are good ideas. Keep them coming if you have more.
My idea is to store besides just the tile number and file also a lot of additional data. Like the heading of the tile, is it collidable, does it have moss etc. This will use some memory but it will allow a lot of possibilities like dynamic sorting of tiles.]]></description>
		<content:encoded><![CDATA[<p>Those are good ideas. Keep them coming if you have more.<br />
My idea is to store besides just the tile number and file also a lot of additional data. Like the heading of the tile, is it collidable, does it have moss etc. This will use some memory but it will allow a lot of possibilities like dynamic sorting of tiles.</p>
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	<item>
		<title>By: Mooseral</title>
		<link>https://mm.soldat.pl/development-log/629/comment-page-1#comment-114347</link>
		<dc:creator><![CDATA[Mooseral]]></dc:creator>
		<pubDate>Wed, 28 Oct 2009 04:28:05 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=629#comment-114347</guid>
		<description><![CDATA[Entire map painting for moddable games also frequently just results in heaps of MSPaint maps. Look at Liero, for instance; many of the prettiest maps sucked for game play, and many of the best playing maps looked quite terrible.

Even modern hand-painted games seem to rely on tile-ish systems, although these tiles frequently do not land on a grid.

Tile-based systems essentially result in far more equal quality levels between maps. That said, I have very little knowledge in the way of how to actually implement them, so I&#039;ll end this here.]]></description>
		<content:encoded><![CDATA[<p>Entire map painting for moddable games also frequently just results in heaps of MSPaint maps. Look at Liero, for instance; many of the prettiest maps sucked for game play, and many of the best playing maps looked quite terrible.</p>
<p>Even modern hand-painted games seem to rely on tile-ish systems, although these tiles frequently do not land on a grid.</p>
<p>Tile-based systems essentially result in far more equal quality levels between maps. That said, I have very little knowledge in the way of how to actually implement them, so I&#8217;ll end this here.</p>
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	<item>
		<title>By: niko šveikovsky</title>
		<link>https://mm.soldat.pl/development-log/629/comment-page-1#comment-114340</link>
		<dc:creator><![CDATA[niko šveikovsky]]></dc:creator>
		<pubDate>Wed, 28 Oct 2009 01:56:18 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=629#comment-114340</guid>
		<description><![CDATA[you fellows are forgetting a post MM made about the problems with map-painting:

http://mm.soldat.pl/?p=201]]></description>
		<content:encoded><![CDATA[<p>you fellows are forgetting a post MM made about the problems with map-painting:</p>
<p><a href="http://mm.soldat.pl/?p=201" rel="nofollow">http://mm.soldat.pl/?p=201</a></p>
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	<item>
		<title>By: rfreak</title>
		<link>https://mm.soldat.pl/development-log/629/comment-page-1#comment-114335</link>
		<dc:creator><![CDATA[rfreak]]></dc:creator>
		<pubDate>Wed, 28 Oct 2009 00:42:09 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=629#comment-114335</guid>
		<description><![CDATA[I doubt that you can have so much precision (pixel per pixel) while having really big maps without lag. I believe that&#039;s why &quot;big images&quot; map aren&#039;t good.]]></description>
		<content:encoded><![CDATA[<p>I doubt that you can have so much precision (pixel per pixel) while having really big maps without lag. I believe that&#8217;s why &#8220;big images&#8221; map aren&#8217;t good.</p>
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	<item>
		<title>By: Tenshi</title>
		<link>https://mm.soldat.pl/development-log/629/comment-page-1#comment-114322</link>
		<dc:creator><![CDATA[Tenshi]]></dc:creator>
		<pubDate>Tue, 27 Oct 2009 22:29:16 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=629#comment-114322</guid>
		<description><![CDATA[A:I would let a graphic artist do it.

Rivon&#039;s approach is awesome as well, but I remember you discarded that a long time ago. Or is entire-map-paiting still a possibility?]]></description>
		<content:encoded><![CDATA[<p>A:I would let a graphic artist do it.</p>
<p>Rivon&#8217;s approach is awesome as well, but I remember you discarded that a long time ago. Or is entire-map-paiting still a possibility?</p>
]]></content:encoded>
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	<item>
		<title>By: Anonymous</title>
		<link>https://mm.soldat.pl/development-log/629/comment-page-1#comment-114316</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Tue, 27 Oct 2009 21:29:43 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=629#comment-114316</guid>
		<description><![CDATA[waht u mean by that? making the map in an editor or something releted to hard coded stuff? tiles are bolcks so why not making blocks of tiles?]]></description>
		<content:encoded><![CDATA[<p>waht u mean by that? making the map in an editor or something releted to hard coded stuff? tiles are bolcks so why not making blocks of tiles?</p>
]]></content:encoded>
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