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Other Projects / Re: Tileset collector/optimizer
« on: May 15, 2009, 05:56:19 pm »
Thanks, much appreciated
You did say by default it checks for the flipped tile variants, right? (I just wanna make sure I didn't misunderstand D:)
I found another bug (this is what I do sorry).
Load the attached tileset, and go through and collect tiles. In the optimized tileset, start placing tiles.
You'll notice that the deeper green grass corner tiles conflict with one another. The upper-left corner is treated the same as the lower-right corner, so you can't place them both on the same optimized sheet. The image algorithm is picking up flipped tiles as repeated tiles (which normally I'd agree with), and kinda borking out with it :p
but a toggle for that would be more desired
Sorry, when somebody attacks a language I frequently use I tend to defend it.
Thats not really a "qualification" to debate it
my advice is to use C++ more rather than just throwing it out the window with such a shallow argument.
I'm sure scaleblt didn't take that much :pIf MS can't get it right, what hope do I have?MS has thousands of coders and billions of lines of code to deal with, you have one coder and a few thousand lines of code. Not really comparable.
To do:
-Sampling doubler/whitespace remover
-Reorganize the menu
-Misaligned tileset fixer
I don't think the C family are neccessaraly harder to debug, nor do they have memory leak problems unless your a sloppy coder