Winter Knight wrote:Nice work rujasu.
I noticed a few things. The context zones are not aligned right, and it is easy to get stuck in doorways. For one of the buildings, the context zone is too far away from the door, and it feels weird, and sudden.
Yeah, I know about the context zones -- was having some trouble getting them right.
If you leave the town and re-enter enough times, the game will freeze. I doubt this is anything you did.
Yeah, that's odd. I'll see if I can reproduce it.
Lots of empty space in both the town and outskirts. I wanted to see what the whole town looked like, so I loaded the map with the allacrost editor, but it just froze. It loads the old mountain town just fine, but will not load either of your maps. I'm looking into it.
Roots did the outskirts, and I did the town -- the outskirts should have plenty of open space, but the town is largely unfinished. The NE quadrant will be the training area, the SE will have an oasis for a specific scene, and the NW will probably lead to the cave.
Then I'll fix the context zones. Not sure if you knew about it, but I added a feature a while ago, View->Collision Coordinates. It makes it so the tile's x:y are specified in collision coordinates, which the context zones use. It's easier than the old method of doing the math in your head for each coordinate.
Sounds awesome!
