![](http://s21.postimg.org/r21uke5ur/screenshot0055.png)
- Fixed a bug in the BE + Added default Luck
- Added loading map from Tiled + 1 map/it's json
- Moved debug screen with coords to dev mode only
Added collision, increased size of tiles because our magic looks really shitty otherwise (animations seem 10x larger than sprites). We'll have to choose if we want tiny sprites with battlefield zoom-in and auto-resize of attacks or this option (I like larger tiles myself and it's less of a mess in code).
LiveComposite/AlphaBlend may be resource hungry, I'll need to test new updates on a shitty laptop at some point. There are other ways to go. That entire map is loaded from 37kb png file by the way
![Smiley :)](https://www.pinkpetal.org/Smileys/DarkB/smiley.gif)
It's basically the same thing as before but with proper tile loading and map + collision on that map from Tiled.
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Enough playing around (although it's a lot of fun)
![Smiley :)](https://www.pinkpetal.org/Smileys/DarkB/smiley.gif)
I'll see if I can find something on the TODO list for tonight...
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What kind of BE do you want to use in dungeons? I suppose we won't use our current BE, since party members are divided?
I like Alkion's style a lot but with magic and attack "on the ground", instead of a separate animation screen... Proof of concept been in the game for a long time (pytfall.arena.test()) in the console. It's very raw but base concept is clear.
If you have other ideas, lets hear them, all of it can be easily changed. (oh, we can load hex-tiles, 3Dtiles and maybe some other formats, this was just already in Tiled).