Ah, okay. Makes sense. I haven’t got a new computer in like 7 years, so... don’t really know too much about that, but it sounds useful.
Edit: I went to fix the Lusuria credits and add the flash effect, but when I went to fix it, the credits didn't appear. I initially thought it was the flash effect, but I removed that and still nothing appeared. I seem to recall this happening once before, but it worked in-between then and now, so I really don't know what's wrong. This may be a glitch, or I might have just messed something up.
Edit: Additional question: Which formats of sound files does BoundWorlds support?
Edit: Seeing as the town is no longer going to come in the middle of the dungeon, I'll be doing that next.
Edit: If someone doesn't have a website, it probably shouldn't be possible to click on them (creating an about:blank page) when making credits. Won't normally matter, but when using a compilation, you might not have a page.
Edit: Getting to the point where you can recognize tiles you see online/in games from other places is an odd experience.
Edit: Never considered the difficulty game designers go through to make every door inexplicably face south without making places look terribly unnatural. Would be kind of silly to see a game large city converted into real life buildings.
Edit: Normally towns are entered from one of the four directions (especially north, east, and west). This one is entered from the center. Advantages of everything working based on magic portals, I suppose. Lorewise, the town was built around the gate, which is used to obtain materials that wouldn't be found in a desert. Security used to be a problem, but these days, with the gate magic created by Hydragyre and Franz (the town is warned twenty four hours before the player arrives) and the fact that the entire desert is sentient, that isn't really an issue. The entire desert being sentient also means that the town is comfortably warm instead of painfully hot, despite it being in the middle of a desert (although I suppose technically the desert has no center, seeing as it spends an entire world, which is, in theory, a sphere. Or maybe all points are the middle?). I wonder if this counts as overthinking it... Ah well, if extraneous information isn't shoved into the player's face, the amount that exists isn't really significant.
Edit: The gate is also why the houses are in such different style. The houses initially built were made with area materials, and thus they look one way (the adobe tileset buildings), but some new houses were built with new materials (everything else).
Edit: Annoyingly enough, if anyone looks too closely, the tileset repeats are not quite in line, meaning that things jump around a bit. I probably should have considered that more before building 90% of the town... Bad planning, all things considered.
Edit: Logically speaking, the design of this town makes no real sense at all... Well, I suppose when you get to work with magic based logic, you can skip a lot of the standard rules in these kind of instances.