Well I'd first have to implement the smooth scrolling when walking around, and that's gonna break pretty much everything... :/
(scrollLock areas like the big garden, animated walking, ...)
I seriously dont know if I can do it >.<
omg just seriously after posting this I had the following idea:
instead of trying to move the walrus between two blocks I could do the following:
I multiply all map positions *24 (which is the tilesize)
I then adapt all the engine formulas with a /24 again to neutralize this.
So when editing the maps and stuff I can still work with the regular numbers. But the walrii will use the *24 ones.
So I can then actually use a grid 24 times thinner than the regular tile grid, which makes it super easy to put the walrii anywhere I want *-*
(sounds stupid, but for my code that's gonna make it a lot easier) ^.^
v0.4.7 The ZoomFix
- fixed character offset in zoom adaption