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Thread: Gleeok Tile Placement Question

  1. #1
    The Moldorm Guy Questwizard88's Avatar
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    Gleeok Tile Placement Question

    I noticed that in recent builds, the Gleeoks only use 1 short row of tiles for each of their animations, instead of the multiple long rows that you see in just about every tileset out there, and some don't seem to line up between the two, so I was wondering, which of these two tile placements would be the best to use so things will work properly:

    http://www.questwizard.net/files/gleeokplacements1.png

    My main concern is the neck tiles, which are in different places, as well as the body and head, which only have 1 short row of tiles in the new classic set, but multiple long rows in older sets. I'm setting up a tileset, so I need to make sure it will work. (The set is for 2.5+ only by the way, as it makes heavy use of 8-bit tiles)
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    ZC Developer

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    It doesn't really matter. As you can see, the quest designer can use the enemy editor to change the neck and head tiles to wherever they want.

    It should be noted that if you're using New Enemy Tiles, just one row of four body sprites, one row of four neck tiles, one row of four head sprites, and one row of four flying head sprites is all that is ever needed for one Gleeok enemy.

  3. #3
    Gibdo
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    Re: Gleeok Tile Placement Question

    UH-OH! Looks like L has double-posted.

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    On top of the world ShadowTiger's Avatar
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    Re: Gleeok Tile Placement Question

    Quote Originally Posted by cbailey78 View Post
    UH-OH! Looks like L has double-posted.
    Accidental postclones do occur. They're not that uncommon. The true "uh-oh" here is the nature of your post, while lacking any further post substance.

    Tact. Does a body good.

  5. #5
    Bored Potato Nicholas Steel's Avatar
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    Re: Gleeok Tile Placement Question

    But you can (or could have in the past) delete your last post if you edit it early enough and no one has posted after you.
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