ID:1769473
 
Code:


Problem description:

in a top down map format can we use images or dmi icons larger then 32x32 as HUD
Yes, DMI files has size increments in the top right corner as seen here. You can either paste your larger image into the DMI file and it will automatically adjust to the size, or you can set the increments yourself before pasting the image in.
In response to DarkeWarrior
DarkeWarrior wrote:
Yes, DMI files has size increments in the top right corner as seen here. You can either paste your larger image into the DMI file and it will automatically adjust to the size, or you can set the increments yourself before pasting the image in.

whie using Tiled_icon map format only it is workng but when using top down map format or some other the image is getting converted into multiple images
Very simple answer: Yes you can use images and icons larger than the standard 32x32 format as an on-screen object.

Longer answer: While you can use it, you still have to compensate for the lack of excess tile-space. If your world.icon_size is 32 then each screen_loc will count for 32 pixels.

Here's an example.

//32x32 icon
world/icon_size = 32
obj
testObj
icon = 'testIcon.dmi'
screen_loc = "1,1"
testObj2
icon = 'testIcon.dmi'
screen_loc = "1,2"

//64x64 icon
world/icon_size = 32
obj
testObj
icon = 'testIcon.dmi'
screen_loc = "2,2"
testObj2
icon = 'testIcon.dmi'
screen_loc = "2,4"

//64x64 icon
world/icon_size = 64
obj
testObj
icon = 'testIcon.dmi'
screen_loc = "1,1"
testObj2
icon = 'testIcon.dmi'
screen_loc = "1,2"


You pretty much have to compensate with the screen_loc based on the world.icon_size. If you have an abnormal size... like 54x62, you'll have to do some calculations there and set the screen_loc = "X_POS:X_OFFSET,Y_POS:Y_OFFSET" where _OFFSET is how much of a pixel offset you want it to be. Good luck!