Method 1 (last non-zero opacity):
![Image](http://locke.suu.edu/~adams/mana/minimap/map_1_1.png)
![Image](http://locke.suu.edu/~adams/mana/minimap/map_3_1.png)
Method 2 (most opaque value):
![Image](http://locke.suu.edu/~adams/mana/minimap/map_1_2.png)
![Image](http://locke.suu.edu/~adams/mana/minimap/map_3_2.png)
Method 3 (average of non-zero opacities):
![Image](http://locke.suu.edu/~adams/mana/minimap/map_1_3.png)
![Image](http://locke.suu.edu/~adams/mana/minimap/map_3_3.png)
These methods treat extra hight tiles as single height tiles, though this is easy to change.
This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.
Its current use is for the continued development of the server and game it has always served: The Mana World.
The differences are hard to see on these two maps, but you can see a slight difference in the booths in the bazaar.Matt wrote:I can't see the difference between the three methods, but I like them
That is part of the actual map, and it's just a bit of humor.Shaggy wrote:One question, though? What's the purpose of the 'If you see this, go back'?
It's stand-alone.leeor_net wrote:How did you implement the code? Tiled plugin or stand-alone program?
Retouching minimaps by hand afterwards for that effect is not out of the question.Shaggy wrote:Would your code reveal any secret passages or not?
Only if you create a map for the collision layer.Shaggy wrote:Would your code reveal any secret passages or not?