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Multi-Layer Tileset!
Yea... I'm just waiting...
When will mutli-layer tilesets come out?! It's quite... Advantageous to have it. |
When is the online editor coming out? I bet multi-layer tilesets will probably work good with that.
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Finnaly some improvements to levels.
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explain exactly how this tileset will work?
will it work like changeimgvis? Example...where it will be drawn over or under or equivalent with the player? |
I'm guessing you could benefit with three layers within a level.
Over Regular Under Angelus somewhat made a layered level once, of course, it was made with graphics, but it showed how nice levels can turn out to be with layers. |
I have some ideas on how to improve the level editor myself, and one of the things is introducing triple-layered levels... I have a bunch of concept drawings scribbled all over the whiteboard in my room... I'll have to refine them, and post them on the forums some day soon.
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Unless there is something else about the tileset I'd missed? |
I'd prefer being able to have an unlimited number of layers...IDs: 0 = Normal, 1+ = Above
I don't think there would be an 'under' layer, since the current one should be the bottom most. But the layers should increase in order from 0 on up in how they're seen. There should be diffrent settings for layers: transparency, shadow layer, disable, rendering mode, tileset etc. Greater tileset size would be nice too. One could load diffrent tilesets into diffrent layers to use at once in a level. Need some new stuff to reinspire my will to make levels. |
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Maybe addtiledef(filename, levelstart, type); could be changed to addtiledef(filename, levelstart, type, layer);. That would probably work good for this. A higher number for 'layer' would draw it higher on the screen. Or instead of changing that command (which would probably cause lots of errors for playerworlds) it could be addtiledef3(filename, levelstart, type, layer);. This would also allow an infinite (or near infinite) number of layers.
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Trankusa.. su or whatever
Layers are much more effecient than simply using graphics. You could imagine layers being used for Platform based levels wich have a background imagine in them. Doing this with seprate files and the editor in its current state would require you to script your own system for it (not everyone can do this). Aside from the fact that its usefull for platform based kind of levels there is also the aspect of being able to over lay tiles. You can already do this with graphics but this would require you to use alot of image files or make alot of little setimgpart's. If you would merge it all into one simple layered tile editor it can save you alot of trouble, for it is easy to work with and it looks more organized. The aspect of being able to layer tiles will automaticly give room for more creativaty and don't give me thats not graal style bull cause than you'd be better of playing some illigal 1.3 server with the original cool and leet classic style like you love it. (Sorry for that but seriously.. I mean it >.>) back to layering tiles. E.g you want to create a nice floor and have some grass go over it.. you simply put the grass tiles on the layer above the current one and make them go over your floor. You could do this with seperate images or one big image but in the end its just more sexy to do it layer wise :). PS: If layers are implemented it would be best to have a series of 6 layers -6 Top (sky?) -5 Above player -4 Items, Objects/ Player -3 Above first floor -2 Underground (First floor) -1 Bottom Being able to use 32 bit png images with it and than you would be able to create some fine levels. (ill explain later on.. got crazy ideas but I noodles) |
Predefined layers = nono.
I belive there would be a point where someone would begin to complain about not being able to change them or something like that. Having layer settings for each would be better. And have scripts that can adjust layer visibility and if its solid or not. Like you could walk up a stairs and have one level fade out and another fade in. Layer Transition. |
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