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Actually, for the example above, I tried without the inside corners and it doesn't necessarily look bad, so you could just not use them and you would need even fewer tiles (I think about 15 fewer tiles)
It is not really hard to make an outline routine using several sprites. I have one just below (where 0 is nothing and 1 is wall) On the contrary, I have no idea how to do it without sprites So, here is for example a rendering of a map with only 0s and 1s, first without borders, then with bordersSpoiler For Spoiler: .AA. . . 82 4 1. . .[]->°Sprites[0000000000000000][FF81B9B5AD9D81FF][FF81B9B5AD9DB9B5][FF01B975EDDD01FF][FF01B975EDDDB975][FF80BBB7AE9D80FF][FF80BBB7AE9DBBB7][FF00BB77EEDD00FF][FF00BB77EEDDBB77][AD9DB9B5AD9D81FF][AD9DB9B5AD9DB9B5][EDDDB975EDDD01FF][EDDDB975EDDDB975][AE9DBBB7AE9D80FF][AE9DBBB7AE9DBBB7][EEDDBB77EEDD00FF][EEDDBB77EEDDBB77].create a random map in L1 with only 0s and 1s~1->r1For(96) rand^2->{r1+++L1}EndDraw()Fill(L5,128,0)Copy(L1,L5,96)For(X,0,11) For(Y,0,7) If {Y*12+X+L5} {Y-1*12+X+L5}*2+{Y*12+X+1+L5}*2+{Y*12+X-1+L5}*2+{Y+1*12+X+L5}+1->{Y*12+X+L1} End EndEndLbl DrawClrDraw0->XFor(12) ~1->Y For(8) Pt-On(X*8,Y++*8,{Y*12+X+L1}*8+°Sprites) End X++EndDispGraphPause 3600ClrHomeReturnedit of course it can be optimized, but I made that like that so I didn't optimize at all
wow! Looking amazing! You will just have to run this at the start of a room and copy the buffer you wrote it to to the screen.