Re: [Super-tux-devel] Level packs?
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From: Ryan F. <rf...@gm...> - 2004-08-05 20:04:29
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On Thu, 5 Aug 2004 11:32:13 -0700, Nathan McCoy <zr...@gm...> wrote: > What's the maximum tile-ID number? Probably the best solution is to > let each level-designer apply a unique 3-digit prefix to their tile > ids, and have a wiki page or something where people can put their > number so it's easy to tell if the prefix you have in mind is taken > already. Once you have one, you can easily create a stand-alone level > pack without woory of stepping on anyone's toes. (For example, if I > wanted to create new tiles, I could use tile-ids 113000, 113001, > 113002, and so on. Nobody else would create tiles starting with 113, > and I'd have 1000 tiles of space to work with.) In addition to this, > we should allow for multiple tile-definition files (perhaps put them > all in a directory that supertux checks for tile definitions) so that > the end-users wouldn't have to worry about editing files - they just > unzip a level pack to their Supertux directory and play. (Or have a > simple installer - look at Stepmania's "smzip" format, which are > really just zip files that are designed to be unzipped in a certain > location, but you can have a simple program to handle that file type > that does the unzipping for you in the right place automatically. > Anyone care to grab their source and change one line to make an > "stzip" installer?) I think the best solution here is to have stlp supertux level pack files. Level pack files will be able to include there own tiles (if they want). Each level pack will be able to use regular supertux tiles and their own internal tiles. They will not, however, be able to use tiles from other packs. This way we can have a single prefix or number range designated for "internal tiles". Kinda like 10.x.x.x is designated as internal IP. -- Ryan |