Nope don't have it any more, I just upgraded to a AMD duel core and some other neat stuff and iv lost a lot :(
I can tell you what I did tho in the end.
First of all I setup a tilemap, I think mine was 32*32. I then made my sprites 52*32 to give a little hight and the illusion of depth.
The walls were fun to code, I started out by simply setting a tile to 1, each time I placed a part of a wall a function called linkwalls was called.
link walls scanned 6 tiles. top left to bottom right, row by row.
Tile 1 looked like this.
A#==
##==
=====
=###
=#A#
=###
# - shows the tiles being looked at by the link walls function and the A is the centre tile.
in the linkwalls function I simply checked of the tiles I was looking at, which had wall parts, and if any were touching, I would change the tile value to represent the proper wall part.
Man I feel so sick and I'll right now so I hope this make seance to you and I hope it does not just come out as verbal puke.
I can tell you what I did tho in the end.
First of all I setup a tilemap, I think mine was 32*32. I then made my sprites 52*32 to give a little hight and the illusion of depth.
The walls were fun to code, I started out by simply setting a tile to 1, each time I placed a part of a wall a function called linkwalls was called.
link walls scanned 6 tiles. top left to bottom right, row by row.
Tile 1 looked like this.
A#==
##==
=====
=###
=#A#
=###
# - shows the tiles being looked at by the link walls function and the A is the centre tile.
in the linkwalls function I simply checked of the tiles I was looking at, which had wall parts, and if any were touching, I would change the tile value to represent the proper wall part.
Man I feel so sick and I'll right now so I hope this make seance to you and I hope it does not just come out as verbal puke.