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Sizing down tiles


Eviltyphoon
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I know part of it is to search the source for "PIC_Y =" and change that and PIC_X to equal 16.

I did that and it messed up all my graphics (which are 32x32 based)
But when I took them off the map i had to take them off in a 16x16 square.

There's definitely a few other places you'd have to make changes but that's the main one. idk the rest
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@[VB:

> anasky link=topic=41196.msg409299#msg409299 date=1238268606]
> But it will look alot better of course XD

True. Although I've been working with 16x16 tiles and making them into 32x32 and they've optimized quite nicely. You can barely tell the difference.
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Hmm.. I'm wondering, if you made tiles size 5x5? You'd have to do a lot more map work but the attributes would work out quite nicely, you know, like on a cliff you would want it to only stop you at the edge. You'd have to make the player move around 4-6 times more tiles though.

-Alpha
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[quote author=Jaiden link=topic=41196.msg409101#msg409101 date=1
238256372]
I recommend trying to optimize whatever 16x16 tiles you have into 32x32, because making them 16x16 is an absolute pain, and leads to tons of errors with movement and ect. since you have so much to edit.

Optimizing this for 32x32 might be quite hard (and ugly):
![](http://www.dwarffortresswiki.net/images/8/81/Tyr_1280x400.PNG)
ASCII FTW
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@[Alpha:

> link=topic=41196.msg410261#msg410261 date=1238364425]
> Hmm.. I'm wondering, if you made tiles size 5x5? You'd have to do a lot more map work but the attributes would work out quite nicely, you know, like on a cliff you would want it to only stop you at the edge. You'd have to make the player move around 4-6 times more tiles though.
>
> -Alpha

you can work out pixel based movement , which is quite precise
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