Hm, well, I prefer method one, sometimes I exercise method 3, but most often in recent times I do just as spoony says and define default passability.
But being that I hate all the wallmap flashing, I'll roll with method 1.
What I always do is just set up default passability for all my tiles before I actually start working on maps. And then go in and manually edit the wallmapping for special cases ("walk through wall" type hidden passages, jumpable ledges of a type that also has non-jumpable versions, etc.) during/after tilemapping so everything works as intended.
(I'm kind of surprised "use default passability" isn't even one of the poll options...)
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Heh, I suppose I'm the only one who doesn't use default passability at all then. I should prolly give it another shot considering pretty much everyone else uses it.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
In wandering hamster I rarely ever use default passability, and I implemented the bitset for disabling default passability by default because I would get so annoyed when my hand-crafted walls would get messed up by default passability.
However, in some games, like Don't Eat Soap, I used default passability exclusively.
I guess it depends a lot on the complexity of my maptiles, the complexity of my layers, and how well I have planned my tiles out in advance.