ID:132833
 
BYOND sould allow us to work in reverse size, like a 16x16 or 8x8 size. There are some games which just would look better if managed on a smaller level. As it stands now you can't input icons at a 16x16 size or 8x8, and the same for mapping, unless you make it a miniature icon with blank space around it, which still doesn't really allow you to icon maps at 16x16 easily without complications.
Latoma wrote:
BYOND sould allow us to work in reverse size, like a 16x16 or 8x8 size. There are some games which just would look better if managed on a smaller level. As it stands now you can't input icons at a 16x16 size or 8x8, and the same for mapping, unless you make it a miniature icon with blank space around it, which still doesn't really allow you to icon maps at 16x16 easily without complications.

The new "sneak peak" update allows for arbitrarily-sized tiles (which is how isometric works). At the moment, you can't mix tiles of different sizes, though (so you can make all your tiles 32x32, 16x16, etc, but not have some 32x32 and some 16x16)... maybe in a future update.
In response to Tom
Tom wrote:
Latoma wrote:
BYOND sould allow us to work in reverse size, like a 16x16 or 8x8 size. There are some games which just would look better if managed on a smaller level. As it stands now you can't input icons at a 16x16 size or 8x8, and the same for mapping, unless you make it a miniature icon with blank space around it, which still doesn't really allow you to icon maps at 16x16 easily without complications.

The new "sneak peak" update allows for arbitrarily-sized tiles (which is how isometric works). At the moment, you can't mix tiles of different sizes, though (so you can make all your tiles 32x32, 16x16, etc, but not have some 32x32 and some 16x16)... maybe in a future update.

TBH I have a friend helping me with a (new, unannounced for those who bother visiting my blog) project, he tried to input a 16x16 icon (from scratch, meaning no other 16x16s) but it rejected it for him, hence why I bring this up.
In response to Latoma
I think Tom means that it will be possible to use 16x16 in the new update, he was just stating that you wouldn't be able to use 16x16 AND 8x8.
In response to Tom
Would this mean in order to have a 16x16 tile set, all screen images would also have to be 16x16?

ie: Way more objects on screen.
In response to SuperAntx
SuperAntx wrote:
Would this mean in order to have a 16x16 tile set, all screen images would also have to be 16x16?

ie: Way more objects on screen.

Yes; that's a natural consequence of choosing a smaller tile size unfortunately. If you want a normal-sized HUD with small tiles you'll need more objects or overlays.

However the main purpose of the world.icon_size var in the new update is actually to support bigger icons like people have been suggesting for some time. Isometric in particular would look fairly restrictive in 32x32 mode; the demo I posted is actually using 64x64 icons.

Lummox JR
In response to Lummox JR
Native BigAtom support? Awesome!
In response to Jeff8500
No, you apparently got that wrong. Lummox said what's added is an option to globally change the actual icon-in-use size, or 'tile size' - so if you change it to 64x64, one turf's icon takes 64x64 pixels (same for every atom type, since it's a global setting). You still can't have one atom physically occupy more than one tile or have a native icon bigger than one tile, you can just change the size of each tile.
In response to Kaioken
That's what I meant, guess I just worded it wrong.