Graal Forums  

Go Back   Graal Forums > Development Forums > Future Improvements
FAQ Members List Calendar Today's Posts

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 03-24-2009, 01:27 AM
Tigairius Tigairius is offline
The Cat
Tigairius's Avatar
Join Date: Jan 2007
Location: Missouri, USA
Posts: 4,240
Tigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant future
Tilelayers (For Stefan!)

This is going to be my bump thread for tilelayers support. I know it's already been mentioned but I don't want Stefan to forget to add it. Feel free to contribute with suggestions for tilelayers.


Right now, tilelayers need

PHP Code:
tilelayers[tilelayer].layer 
Tilelayers need layers that can draw over player, under player, etc. This can make level editing pretty awesome.

I just want to make sure this (very necessary) functionality isn't left out of the new client. Tilelayers need to be able to draw over player!

I think it would be interesting to change the tilelayer that the player is on too although I'm not sure how well it would work. That way all other layers would be nonblocking. This would enable things like bridges, balconies, etc with no scripting required.
__________________


“Shoot for the moon. Even if you miss, you'll land among the stars.”
Reply With Quote
  #2  
Old 03-24-2009, 01:30 AM
pooper200000 pooper200000 is offline
The Blackswan
Join Date: May 2006
Location: Asylum
Posts: 5,060
pooper200000 will become famous soon enough
Send a message via AIM to pooper200000
I support this because of the awesome abilities we could have for creating new levels!
__________________
Always Watching!
Reply With Quote
  #3  
Old 03-24-2009, 01:32 AM
Codein Codein is offline
jwd
Codein's Avatar
Join Date: Oct 2005
Location: Greater Manchester
Posts: 2,423
Codein has a spectacular aura aboutCodein has a spectacular aura about
Send a message via AIM to Codein Send a message via MSN to Codein
I support this
Reply With Quote
  #4  
Old 03-24-2009, 01:42 AM
Crono Crono is offline
:pluffy:
Join Date: Feb 2002
Location: Sweden
Posts: 20,000
Crono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond repute
Yes please, for convenience.
__________________
Reply With Quote
  #5  
Old 03-24-2009, 01:53 AM
kia345 kia345 is offline
z0rbi 4 life 🤘
kia345's Avatar
Join Date: Dec 2006
Location: delteria
Posts: 6,737
kia345 has a reputation beyond reputekia345 has a reputation beyond reputekia345 has a reputation beyond reputekia345 has a reputation beyond reputekia345 has a reputation beyond reputekia345 has a reputation beyond reputekia345 has a reputation beyond reputekia345 has a reputation beyond reputekia345 has a reputation beyond reputekia345 has a reputation beyond reputekia345 has a reputation beyond repute
Bridges, trees, mountain ranges...
__________________
pojo
Reply With Quote
  #6  
Old 03-24-2009, 01:57 AM
Pimmeh Pimmeh is offline
Rgesitreed Uesr
Pimmeh's Avatar
Join Date: May 2007
Location: Utrecht, the Netherlands
Posts: 1,586
Pimmeh has a spectacular aura about
Send a message via AIM to Pimmeh Send a message via MSN to Pimmeh
Hell, I dont script and even I see the use in this! :O
BumperdieBUUUUMP
__________________
Oh, Death,
No wealth, no ruin, no silver, no gold
Nothing satisfies me but your soul
Reply With Quote
  #7  
Old 03-24-2009, 01:59 AM
maximus_asinus maximus_asinus is offline
RIP DarkCloud_PK
Join Date: Oct 2001
Location: Canada
Posts: 3,746
maximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond repute
It would eliminate 30% of the images used online.
__________________
Save Classic!
Reply With Quote
  #8  
Old 03-24-2009, 03:33 AM
Luda Luda is offline
Registered User
Join Date: Aug 2005
Location: Canada
Posts: 2,071
Luda has much to be proud ofLuda has much to be proud ofLuda has much to be proud ofLuda has much to be proud ofLuda has much to be proud ofLuda has much to be proud of
Send a message via AIM to Luda
For the children Stefan, for the children.
Reply With Quote
  #9  
Old 03-24-2009, 09:19 AM
MiniOne MiniOne is offline
SomeOne
MiniOne's Avatar
Join Date: Dec 2006
Location: Australia
Posts: 1,145
MiniOne is on a distinguished road
Send a message via MSN to MiniOne
Great Idea.
__________________
Quote:
Originally Posted by Huwajux View Post
The pistols look like they have cancer, reduce the big buboe shaped thing's size.
Reply With Quote
  #10  
Old 03-24-2009, 10:28 AM
xXziroXx xXziroXx is offline
Malorian
xXziroXx's Avatar
Join Date: May 2004
Posts: 5,289
xXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant future
Yes, please.
__________________
Follow my work on social media post-Graal:Updated august 2025.
Reply With Quote
  #11  
Old 03-24-2009, 11:56 AM
WanDaMan WanDaMan is offline
Master Tux
WanDaMan's Avatar
Join Date: Aug 2002
Location: England, United Kingdom
Posts: 5,571
WanDaMan is a jewel in the roughWanDaMan is a jewel in the rough
Send a message via MSN to WanDaMan
If possible, instead of a scripting feature can't we infuse the script in to the editor as a built in component? I know you probably won't understand this, however; there are built in features already in the editor such as the flowers, there are 4 flowers on the tileset, the one top left of the tileset has a prominent part to change to the other tiles once used thus making it look like the flower is blowing in the wind. As a level designer I believe this would be easier and more efficent to add this advancement as a built in feature for everyone to use in a non difficult manner.
Reply With Quote
  #12  
Old 03-24-2009, 02:46 PM
Crono Crono is offline
:pluffy:
Join Date: Feb 2002
Location: Sweden
Posts: 20,000
Crono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond repute
Quote:
Originally Posted by WanDaMan View Post
If possible, instead of a scripting feature can't we infuse the script in to the editor as a built in component?.
Yeah but you know that Stefan will never update the Level Editor for some strange reason.
__________________
Reply With Quote
  #13  
Old 03-24-2009, 05:44 PM
Tigairius Tigairius is offline
The Cat
Tigairius's Avatar
Join Date: Jan 2007
Location: Missouri, USA
Posts: 4,240
Tigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant future
Quote:
Originally Posted by WanDaMan View Post
If possible, instead of a scripting feature can't we infuse the script in to the editor as a built in component? I know you probably won't understand this, however; there are built in features already in the editor such as the flowers, there are 4 flowers on the tileset, the one top left of the tileset has a prominent part to change to the other tiles once used thus making it look like the flower is blowing in the wind. As a level designer I believe this would be easier and more efficent to add this advancement as a built in feature for everyone to use in a non difficult manner.
I have made an online level editor that already supports tile layers and is fully functional just like the offline editor. It doesn't save level updates yet though and it's not quite done.

I could perhaps show progress updates sometime, not sure.
__________________


“Shoot for the moon. Even if you miss, you'll land among the stars.”
Reply With Quote
  #14  
Old 03-24-2009, 06:39 PM
Crow Crow is offline
ǝɔɐɹq ʎןɹnɔ
Crow's Avatar
Join Date: Dec 2006
Location: Germany
Posts: 5,153
Crow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond repute
Quote:
Originally Posted by Tigairius View Post
I have made an online level editor that already supports tile layers and is fully functional just like the offline editor. It doesn't save level updates yet though and it's not quite done.

I could perhaps show progress updates sometime, not sure.
I can say one thing so far: it friggin rocks.
Reply With Quote
  #15  
Old 03-24-2009, 07:52 PM
BlueMelon BlueMelon is offline
asdfg
BlueMelon's Avatar
Join Date: Sep 2008
Posts: 1,481
BlueMelon is a splendid one to beholdBlueMelon is a splendid one to beholdBlueMelon is a splendid one to beholdBlueMelon is a splendid one to behold
This would be helpful
__________________
http://i.imgur.com/OOJbW.jpg
Reply With Quote
  #16  
Old 03-24-2009, 08:42 PM
WanDaMan WanDaMan is offline
Master Tux
WanDaMan's Avatar
Join Date: Aug 2002
Location: England, United Kingdom
Posts: 5,571
WanDaMan is a jewel in the roughWanDaMan is a jewel in the rough
Send a message via MSN to WanDaMan
Quote:
Originally Posted by Tigairius View Post
I have made an online level editor that already supports tile layers and is fully functional just like the offline editor. It doesn't save level updates yet though and it's not quite done.

I could perhaps show progress updates sometime, not sure.
Oooh! That'd be fabulous! I'd love to see it
Reply With Quote
  #17  
Old 08-15-2010, 10:23 AM
Tigairius Tigairius is offline
The Cat
Tigairius's Avatar
Join Date: Jan 2007
Location: Missouri, USA
Posts: 4,240
Tigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant future
Shameless bump

Levels could also hold information like:
PHP Code:
DRAWTILELAYER tilelayer drawinglayer (for drawunderplayerfor same layer as player, and for drawoverplayer)
LAYERBLOCKTYPE tilelayer <0,1> (for blockingfor non-blocking
For example, inside of the level file it could hold:
PHP Code:
DRAWTILELAYER 1 2
LAYERBLOCKTYPE 1 1 
This would cause tilelayer 1 to draw over player and also to be non-blocking. This layer could be used for certain things like trees, etc.

Oh please oh please. Let's see this happen!
__________________


“Shoot for the moon. Even if you miss, you'll land among the stars.”
Reply With Quote
  #18  
Old 08-15-2010, 12:30 PM
Crow Crow is offline
ǝɔɐɹq ʎןɹnɔ
Crow's Avatar
Join Date: Dec 2006
Location: Germany
Posts: 5,153
Crow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond repute
Quote:
Originally Posted by Tigairius View Post
Oh please oh please. Let's see this happen!
Yes please! And congratulations to post #3400. Still working on your online editor?
Reply With Quote
  #19  
Old 08-15-2010, 08:51 PM
Tigairius Tigairius is offline
The Cat
Tigairius's Avatar
Join Date: Jan 2007
Location: Missouri, USA
Posts: 4,240
Tigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant future
Quote:
Originally Posted by Crow View Post
Yes please! And congratulations to post #3400. Still working on your online editor?
I haven't worked on it for quite a while I'd like to finish it eventually still though.
__________________


“Shoot for the moon. Even if you miss, you'll land among the stars.”
Reply With Quote
  #20  
Old 08-15-2010, 08:59 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Hmm, wouldn't it be better to have player's have a relative layer variable? That way we can change the layer the player is drawn on relative to tilelayers to get more useful effects. For example, if you have a bridge drawn on layer 3, all players with a relative layer under 3 would walk under the bridge, while players with a layer of >3 would walk OVER the bridge. This way we could allow our own player to have the bridge drawn over them without having the bridge also draw over players who are actually on it.

With your method it would be a lot like changing the layer of an image, and it just doesn't work when taking multiple players/NPCs into consideration.

I think if this suggestion were implemented, it shouldn't be related to current image layers, as tile layers can exceed 4.
Reply With Quote
  #21  
Old 08-15-2010, 09:03 PM
Tigairius Tigairius is offline
The Cat
Tigairius's Avatar
Join Date: Jan 2007
Location: Missouri, USA
Posts: 4,240
Tigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant future
Quote:
Originally Posted by DustyPorViva View Post
Hmm, wouldn't it be better to have player's have a relative layer variable? That way we can change the layer the player is drawn on relative to tilelayers to get more useful effects. For example, if you have a bridge drawn on layer 3, all players with a relative layer under 3 would walk under the bridge, while players with a layer of >3 would walk OVER the bridge. This way we could allow our own player to have the bridge drawn over them without having the bridge also draw over players who are actually on it.
No, not really. If you just changed the players' layer, then if you wanted to go back later and make a new tilelayer that draws under the player, you would have to change all of your layers around to make sure all of them stay above the player correctly. With the method that I suggested, you can easily expand your levels later and not have to worry about what the player's layer is while still achieving the desired affect.
__________________


“Shoot for the moon. Even if you miss, you'll land among the stars.”
Reply With Quote
  #22  
Old 08-15-2010, 09:14 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Tigairius View Post
No, not really. If you just changed the players' layer, then if you wanted to go back later and make a new tilelayer that draws under the player, you would have to change all of your layers around to make sure all of them stay above the player correctly. With the method that I suggested, you can easily expand your levels later and not have to worry about what the player's layer is while still achieving the desired affect.
Then how would you create a bridge effect if the drawing of the layer is the only thing changing? Like I said, it'd be no different than the issues we currently have with images.
Reply With Quote
  #23  
Old 08-15-2010, 09:17 PM
Tigairius Tigairius is offline
The Cat
Tigairius's Avatar
Join Date: Jan 2007
Location: Missouri, USA
Posts: 4,240
Tigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant future
Quote:
Originally Posted by DustyPorViva View Post
Then how would you create a bridge effect if the drawing of the layer is the only thing changing? Like I said, it'd be no different than the issues we currently have with images.
Hmm, I see what you mean... That's tough. Do you know if that's how other games handle it?

I think even if there was a player variable, there would still be the problem that I suggested with difficulty expanding things.
__________________


“Shoot for the moon. Even if you miss, you'll land among the stars.”
Reply With Quote
  #24  
Old 08-15-2010, 09:24 PM
adam adam is offline
http://wiki.graal.us/
adam's Avatar
Join Date: Nov 2001
Posts: 2,247
adam has a spectacular aura aboutadam has a spectacular aura about
Send a message via AIM to adam
Oh so necessary, oh so possible. Because nothing is impossible. Dusty is right, it's important to be able to do things like bridges with relative ease. Perhaps layer links, much the same way as level links, that alter the players layer as they pass through.
__________________
Rogue Shadow (TCN)(NAT)(Global Development Team)

For development help, contact the patrons of the #graaldt irc channel below, I am usually there.
Click Here to Join IRC Chat Now! -- irc.freenode.net Channel: #graaldt
Quote:
<Dustyshouri> no, RogueShadow is always talking about scripts lol
<Dustyshouri> in fact, he pretty much brought Graal back as a topic single-handedly
Reply With Quote
  #25  
Old 08-15-2010, 09:28 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Tigairius View Post
Hmm, I see what you mean... That's tough. Do you know if that's how other games handle it?

I think even if there was a player variable, there would still be the problem that I suggested with difficulty expanding things.
I know in LttP they forced the player to change their layer. This was usually done via interactions like stairs(hence why you lose control of the player and are forced up stairs when you touch them). Thus even though the player(Link) was on a bridge, the NPC's/baddies below the bridge would still be drawn under it.

As far as other games go I don't know. The only other editor I've used with layers was RPG maker and that was a LONG time ago. I believe layers were pretty much hardcoded, and you could'nt quite change anything with them. They were simply used to draw trees/houses and the such over the player, not exactly letting them do anything more complicated.

As for future expansion... well layers are going to be troublesome to expand regardless. But since it's a script you at least give scripters the chance to have better control over it, no? It would just take a little more planning. Try to plan layers out beforehand. Ideally if it was working like I suggestion, and if I started a new server to use layers, I'd at least designate 3 or 4 layers strictly for the ground. That'd give level editors more than enough room to play around and get creative. Then try to control and organize layers for things like trees/roofs/bridges. However, per level basis shouldn't be hard as like I said, it's a variable. You can put individual NPC's in levels to control the drawing on a per-level basis.

But yes, like I said layers are going to be troublesome regardless of how they're implemented. Graal wasn't created with layers in mind and tacking them on this later only makes it harder. They really aren't as fun to develop with as the outcome they offer.
Reply With Quote
  #26  
Old 08-15-2010, 09:28 PM
Crow Crow is offline
ǝɔɐɹq ʎןɹnɔ
Crow's Avatar
Join Date: Dec 2006
Location: Germany
Posts: 5,153
Crow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond repute
Quote:
Originally Posted by adam View Post
Perhaps layer links, much the same way as level links, that alter the players layer as they pass through.
You could just code those. Not a problem.
Reply With Quote
  #27  
Old 08-15-2010, 09:34 PM
Tigairius Tigairius is offline
The Cat
Tigairius's Avatar
Join Date: Jan 2007
Location: Missouri, USA
Posts: 4,240
Tigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant futureTigairius has a brilliant future
I see the light. I agree with you dusty, it would be nice to have a player.tilelayer variable. All players below that player's tilelayer would draw under the player, and all above would draw above, and all on the same layer would draw as they're drawn now.

That still leaves designating whether or not a layer should be blocking or non-blocking or if it should depend on which tiles are there. I personally would like all three of those options.
__________________


“Shoot for the moon. Even if you miss, you'll land among the stars.”
Reply With Quote
  #28  
Old 08-15-2010, 10:00 PM
adam adam is offline
http://wiki.graal.us/
adam's Avatar
Join Date: Nov 2001
Posts: 2,247
adam has a spectacular aura aboutadam has a spectacular aura about
Send a message via AIM to adam
Quote:
Originally Posted by Crow View Post
You could just code those. Not a problem.
True, and you should be able to code it too, I was just thinking for simplicity for levelers to be able to make complex levels alone.
__________________
Rogue Shadow (TCN)(NAT)(Global Development Team)

For development help, contact the patrons of the #graaldt irc channel below, I am usually there.
Click Here to Join IRC Chat Now! -- irc.freenode.net Channel: #graaldt
Quote:
<Dustyshouri> no, RogueShadow is always talking about scripts lol
<Dustyshouri> in fact, he pretty much brought Graal back as a topic single-handedly
Reply With Quote
  #29  
Old 08-15-2010, 10:04 PM
Crow Crow is offline
ǝɔɐɹq ʎןɹnɔ
Crow's Avatar
Join Date: Dec 2006
Location: Germany
Posts: 5,153
Crow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond repute
Quote:
Originally Posted by adam View Post
True, and you should be able to code it too, I was just thinking for simplicity for levelers to be able to make complex levels alone.
You've got a point *nod*
Reply With Quote
  #30  
Old 08-15-2010, 11:08 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Tigairius View Post
I see the light. I agree with you dusty, it would be nice to have a player.tilelayer variable. All players below that player's tilelayer would draw under the player, and all above would draw above, and all on the same layer would draw as they're drawn now.

That still leaves designating whether or not a layer should be blocking or non-blocking or if it should depend on which tiles are there. I personally would like all three of those options.
This would probably be more accustomed to the earlier suggestions you made?
level.tilelayers[x].tilesblock = true/false
Which would designate whether the layer tile data is ignored or not. Either way this sort of thing needs to be expanded more as with custom scripts you can't even detect walls and such on layers higher than 0.
Reply With Quote
  #31  
Old 08-16-2010, 04:33 AM
gravator gravator is offline
Joe Cruddas (VIP)
Join Date: Oct 2003
Posts: 279
gravator has a spectacular aura aboutgravator has a spectacular aura about
It may be something totally different, but something like this is already on graal classic, just check out the bridge to the right of futaids house.
Reply With Quote
  #32  
Old 08-16-2010, 06:33 PM
Crow Crow is offline
ǝɔɐɹq ʎןɹnɔ
Crow's Avatar
Join Date: Dec 2006
Location: Germany
Posts: 5,153
Crow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond repute
Quote:
Originally Posted by gravator View Post
It may be something totally different
It is.
Reply With Quote
  #33  
Old 08-16-2010, 07:01 PM
MrOmega MrOmega is offline
One More Time
MrOmega's Avatar
Join Date: Aug 2010
Location: TN, USA
Posts: 631
MrOmega is an unknown quantity at this point
Send a message via AIM to MrOmega Send a message via MSN to MrOmega Send a message via Yahoo to MrOmega
I found a way to do this just simply setting a client.var when a player 'touchs' an npc (like going up a ladder or hill), basically it sets to a "layer" the player is on and the image detects what layer and adjusts what parts it blocks and is it drawn above or below the player.
Reply With Quote
  #34  
Old 08-16-2010, 07:23 PM
Crow Crow is offline
ǝɔɐɹq ʎןɹnɔ
Crow's Avatar
Join Date: Dec 2006
Location: Germany
Posts: 5,153
Crow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond repute
Quote:
Originally Posted by MrOmega View Post
I found a way to do this just simply setting a client.var when a player 'touchs' an npc (like going up a ladder or hill), basically it sets to a "layer" the player is on and the image detects what layer and adjusts what parts it blocks and is it drawn above or below the player.
Yes, that would indeed work. At least on the clientside. The troubles begin when there are more players around.
Reply With Quote
  #35  
Old 08-16-2010, 07:35 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Crow View Post
Yes, that would indeed work. At least on the clientside. The troubles begin when there are more players around.
Exactly. If you "drawoverplayer" to draw the bridge over yourself, then the bridge will draw over ALL players whether they're on the bridge or under it.
Reply With Quote
  #36  
Old 08-16-2010, 09:44 PM
MrOmega MrOmega is offline
One More Time
MrOmega's Avatar
Join Date: Aug 2010
Location: TN, USA
Posts: 631
MrOmega is an unknown quantity at this point
Send a message via AIM to MrOmega Send a message via MSN to MrOmega Send a message via Yahoo to MrOmega
just a thought experiment, boat could you possibly make the bridge a gani and work with the layers from there or would the same problem arise as before in script?
Reply With Quote
  #37  
Old 08-19-2010, 02:36 PM
MrOmega MrOmega is offline
One More Time
MrOmega's Avatar
Join Date: Aug 2010
Location: TN, USA
Posts: 631
MrOmega is an unknown quantity at this point
Send a message via AIM to MrOmega Send a message via MSN to MrOmega Send a message via Yahoo to MrOmega
Also wouldn't changing changing just changing a var like player.layer work the same?
Reply With Quote
  #38  
Old 08-19-2010, 09:13 PM
-Ramirez- -Ramirez- is offline
Registered User
Join Date: Jun 2002
Location: USA, Ohio
Posts: 729
-Ramirez- has a spectacular aura about-Ramirez- has a spectacular aura about
Quote:
Originally Posted by MrOmega View Post
changing changing just changing
Someone needs less chemicals.
__________________
Kat
Reply With Quote
  #39  
Old 03-28-2012, 01:15 AM
xXziroXx xXziroXx is offline
Malorian
xXziroXx's Avatar
Join Date: May 2004
Posts: 5,289
xXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant future
Bump! Come on Stefan, do want.
__________________
Follow my work on social media post-Graal:Updated august 2025.
Reply With Quote
  #40  
Old 03-28-2012, 04:55 AM
Ducati_Link Ducati_Link is offline
Banned
Ducati_Link's Avatar
Join Date: Oct 2001
Location: Perth, Australia
Posts: 415
Ducati_Link is on a distinguished road
Send a message via MSN to Ducati_Link
I agree! I'v heard of this LE in the making for to long! It would make life so much easier.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 01:10 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.