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Misac Lone Game Dev

Joined: 09 Aug 2005 Posts: 27 Location: São Paulo, Brazil
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Posted: Mon Dec 15, 2008 3:51 am Post subject: BUG! overhead Tiles Above Layers! |
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When i was Doing some Weather effects to my game i have noticed that overhead tiles are above from layer 2, it is realy a bad thing cus it will make easy to found some secrets on the map. _________________
"Live and Inoperative" |
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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 15, 2008 6:41 am Post subject: |
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Due to backwards compatibility it's too late to change it (some crazy people have already exploited it). There's usually no reason to use layers and overhead tiles at the same time, however you probably are stuck due to there only being one overhead layer (which will change in the future).
You can probably get around it by drawing some special tiles for your layer 2 which look like the weather tile over the overhead tile. _________________ "It is so great it is insanely great." |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Mon Dec 15, 2008 7:57 am Post subject: |
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Are we ever going to add more tile layers or is 3 as high as it's going to go? _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Dec 15, 2008 8:07 am Post subject: |
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You probably shouldn't be using overhead tiles at all. They are still supported for backwards compatibility of course, but for all new maps you should probably be using tiles in layer 2
Yes, we will add the option for more layers in the future. See 'Plan for slice tree' to learn more about the long term plans for layering. Not only will you be able to add more map layers, but you will be able to have precise plotscripted control over the layering of many different things like text boxes, menus, script strings, and script sprites |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Mon Dec 15, 2008 10:30 am Post subject: |
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All of this "slice tree" business has me salivating. One question in relation to that though... Will we ever be able to do something like this? (easily?)
EDIT: I mean the lantern in the darkness thing. I probably should've been more clear on that. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah...
Last edited by The Drizzle on Mon Dec 15, 2008 11:16 am; edited 1 time in total |
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Misac Lone Game Dev

Joined: 09 Aug 2005 Posts: 27 Location: São Paulo, Brazil
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Posted: Mon Dec 15, 2008 10:58 am Post subject: |
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i think i will do it whit NPCs it a good way too and a bit less complicated for me _________________
"Live and Inoperative" |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Dec 15, 2008 2:39 pm Post subject: |
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The Drizzle wrote: | All of this "slice tree" business has me salivating. One question in relation to that though... Will we ever be able to do something like this? (easily?). |
Maybe. If I was going to try to make something like that, I would probably:
* Wait until slice trees have progressed far enough that we can add map layers and manipulate them with scripting
* Create a "candlelight" map layer that looks like the black space, with transparent space where the light shines.
* Insert the "candlelight" layer right above layer 2
* anchor the "candlelight" layer's position to the hero's position.
The first step, of course, is the hard part :) |
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