Editing 1608: Hoverboard
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As previously noted, the comic bears considerable resemblance to [[1110: Click and Drag]]. The comic is made in much the same way, with 'drawn' images "glued" together to form a large "map", with the illusion of infinite bounds made possible through space saving techniques where blank tiles are not stored and are instead painted white. The boundary between blank squares and 'drawn' squares is made clear as any white space in the normal images has a very slight grey tint. Thus, seams between images and blank spaces can be discerned. | As previously noted, the comic bears considerable resemblance to [[1110: Click and Drag]]. The comic is made in much the same way, with 'drawn' images "glued" together to form a large "map", with the illusion of infinite bounds made possible through space saving techniques where blank tiles are not stored and are instead painted white. The boundary between blank squares and 'drawn' squares is made clear as any white space in the normal images has a very slight grey tint. Thus, seams between images and blank spaces can be discerned. | ||
− | The tiles for the map are stored as simple PNG files in the naming scheme: X: | + | The tiles for the map are stored as simple PNG files in the naming scheme: X:Y+s.png. An example can be seen here: http://xkcd.com/1608/1013:-1096+s.png Each file is 513x513 pixels in size, one pixel is reserved as overlap to ensure seamless joining of images. The image tiles names are listed as coordinates in an X - Y grid with X in the range from 928 to 1108 and Y in the range from 928 to 1112. Internally in the game, the position of the player is divided by 512 and rounded down to give the position of the tile. |
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− | Each file is 513x513 pixels in size, one pixel is reserved as overlap to ensure seamless joining of images. The image tiles names are listed as coordinates in an X - Y grid with X in the range from 928 to 1108 and Y in the range from 928 to 1112. | ||
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− | Internally in the game, the position of the player is | ||
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The collision map is encoded in the darkness of the black. Using an image manipulation program, one can easily find the secret pathways even in the zoomed-out maps provided below by enhancing the contrast of the dark areas. | The collision map is encoded in the darkness of the black. Using an image manipulation program, one can easily find the secret pathways even in the zoomed-out maps provided below by enhancing the contrast of the dark areas. |