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		| byako Shogun
 
 
 
  
 Joined: 28 Oct 2003
 Posts: 48
 Location: Shotgun in the 48 car...
 
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				|  Posted: Sun Dec 02, 2007 3:50 am    Post subject: two questions |   |  
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				| K, here goes. 
 1) Has it ever been implemented to resume map music from where it left off playing once you leave and return?
 (so the music does not constantly replay from the start after battles, ect)
 
 2)What about partially transparent map tiles?
 
 I suppose these have been answered somewhere before, but with the editor in constant flux (that and my extended OHR sabatical...)
   
 Thanks
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 This is my new signature.
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 EDO   -an oldie but goodie
 matricx re-hacked a great little game
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		| Newbie_Power 
 
 
  
 Joined: 04 Sep 2006
 Posts: 1762
 
 
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				|  Posted: Sun Dec 02, 2007 4:11 am    Post subject: |   |  
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				| To answer question #2, alpha transparency hasn't been implemented (unless the latest nightly suddenly sneaks it upon us), but you can fake semi-transparency by using the trick the Sega Genesis games did and use dithering and layers in conjunction. _________________
 
   TheGiz>	Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
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		| byako Shogun
 
 
 
  
 Joined: 28 Oct 2003
 Posts: 48
 Location: Shotgun in the 48 car...
 
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				|  Posted: Sun Dec 02, 2007 4:18 am    Post subject: Hmm.... |   |  
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				| Just how would you go about doing so? Dithering that is... _________________
 This is my new signature.
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 EDO   -an oldie but goodie
 matricx re-hacked a great little game
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		| Newbie_Power 
 
 
  
 Joined: 04 Sep 2006
 Posts: 1762
 
 
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				|  Posted: Sun Dec 02, 2007 4:29 am    Post subject: |   |  
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				| Dithering is just cross-stitching pixels with another color.  For faking semi-transparency, you would be cross-stitching with the transparent pixel so you have a bunch of tiny holes that you can look through.  Be sure to put this on layer 2 so you can see stuff behind it. _________________
 
   TheGiz>	Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
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		| Moogle1 Scourge of the Seas
 Halloween 2006 Creativity Winner
 
  
 
  
 Joined: 15 Jul 2004
 Posts: 3377
 Location: Seattle, WA
 
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				|  Posted: Sun Dec 02, 2007 10:28 am    Post subject: |   |  
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				| ...or layer 1, depending on what it is you want. 
 As for question 1, your answer is "sorry, no."
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		| byako Shogun
 
 
 
  
 Joined: 28 Oct 2003
 Posts: 48
 Location: Shotgun in the 48 car...
 
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				|  Posted: Sun Dec 02, 2007 4:15 pm    Post subject: well then |   |  
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				| Thanks. I didn't think the music thing had been done yet. Oh well 
 Anyway, what I want to do with the transparent tiles is this:
 
   
 The tile Date is under I want all the green transparent so he shows through, but not the pink and brown...
 
 Newbie, can you explain a bit more in depth how to accomplish what your talking about?
 
 (sheesh. This sounds funny. A newbie explaining to a veteran how run the OHR...)
 
  _________________
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 matricx re-hacked a great little game
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		| msw188 
 
 
 
 Joined: 02 Jul 2003
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		| Newbie_Power 
 
 
  
 Joined: 04 Sep 2006
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				|  Posted: Sun Dec 02, 2007 10:59 pm    Post subject: |   |  
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				| Heh.  That Cherry Blossom tree would be the PERFECT example of what I was trying to explain.  Put that on layer 2, and you would be able to see Date Masamune through it. _________________
 
   TheGiz>	Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
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		| byako Shogun
 
 
 
  
 Joined: 28 Oct 2003
 Posts: 48
 Location: Shotgun in the 48 car...
 
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				|  Posted: Mon Dec 03, 2007 8:33 am    Post subject: Starting to get it |   |  
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				| Ok, I have the layering thing all figured out, mostly.... 
 I tried and tried with my existing file to get the layering to work, but it seems to want to show the wrong tile in the appropriate layer.
 (ie, I put down a basic grass tile, then switch to layer two(it is visible) and placed the cherry tree tile, which I altered to have surrounded by black#0.)
 But, it ends up showing the grass tile as if I had placed it in layer 2 instead of 0 (I didn't. Believe me).
 Then I turned off layer 0, and the rest of the map went black, except for the one tile (all black because at this point I have only placd on trans. tile)
 Turn 0 back on, the tree disappears.
 Any ideas?
 
 I said above that I had it figured out. This is because I started a new game file, mad a green tile and a simple tree with a black#0 background, and when I placed the tree over the grass tile, it worked, so I know I am doing it correctly.
 
 Is there an issue with the editor in being able to convert old files into ubersetzung(the ver I'm using)?
 
 Hope this all makes sense, and thanks for all the help.
 _________________
 This is my new signature.
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 matricx re-hacked a great little game
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		| msw188 
 
 
 
 Joined: 02 Jul 2003
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				|  Posted: Mon Dec 03, 2007 8:49 am    Post subject: |   |  
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				| The first thing that occurs to me is that if you had tiles with the overhead bitset set on their default passability, it might cause some weird behavior with layers.  With layers there should never be a reason to use that bitset again.  This is just a total guess for your problem though, I don't know what else could be going on. _________________
 My first completed OHR game, Tales of the New World:
 http://castleparadox.com/gamelist-display.php?game=161
 
 This website link is for my funk/rock band, Euphonic Brew:
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		| byako Shogun
 
 
 
  
 Joined: 28 Oct 2003
 Posts: 48
 Location: Shotgun in the 48 car...
 
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				|  Posted: Mon Dec 03, 2007 9:05 am    Post subject: never mind. |   |  
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				| I think its a case of Eye Dee ten Tee here. 
 I had the default passabilty for overhead tiles still set.
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 EDO   -an oldie but goodie
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		| byako Shogun
 
 
 
  
 Joined: 28 Oct 2003
 Posts: 48
 Location: Shotgun in the 48 car...
 
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				|  Posted: Mon Dec 03, 2007 9:21 am    Post subject: |   |  
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				| Okay, here is what it looks like now. You can even see him walking through the trees... Thanks all for you patience and help.
 
   
 
 
 Also, here is a quick preview of my new(err, latest) overworld map.
 I figured it fitting, given the name of the game and all...
 
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		| Leonhart 
 
 
  
 Joined: 25 Feb 2004
 Posts: 383
 Location: Philippines
 
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				|  Posted: Mon Dec 03, 2007 5:35 pm    Post subject: |   |  
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				| I love the way you drew the sakura. _________________
 The man who smiles when things go wrong has thought of someone to blame it on.
 - Robert Bloch
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		| byako Shogun
 
 
 
  
 Joined: 28 Oct 2003
 Posts: 48
 Location: Shotgun in the 48 car...
 
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				|  Posted: Tue Dec 04, 2007 7:02 am    Post subject: Sakura are awesome |   |  
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				| I like the sakura too. Came out much better than I intended. 
 
 Hanami, as it is called in Japan, is when the Sakura are in full bloom, and the communities make a festival of 'Viewing the Cherry blossoms', thus the name HANAMI.
 
 There's nothing like going to the local castle or large park with hundreds of people milling around, just enjoying themselves and the various vendors.
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		| TMC On the Verge of Insanity
 
 
 
 
 Joined: 05 Apr 2003
 Posts: 3240
 Location: Matakana
 
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				|  Posted: Mon Dec 10, 2007 3:34 am    Post subject: |   |  
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				| Welcome back byako. I played EDO years ago, but I can't remember anything. matricx re-hacked was pretty memorable, though. 
 Resuming music would be really great, but I'm not sure if the music backends would support it. sdl_mixer is really buggy, and doing it in music_fb would mean diving deep into the MIDI code. I guess it would be OK if only one or the other supported it though.
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 "It is so great it is insanely great."
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