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  #1  
Old 02-17-2005, 10:25 PM
oinknessx oinknessx is offline
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Multi-Layer Levels

This is an idea I have had for a long time.

Right now the levels are flat. I had an idea so that you could build three levels in one, however the middle level is the flat one, there is a level above that where you can put stuff that would usually be above the player (bridges, house roofs, etc) that the player would walk under, BUT if the player entered the top layer (by stairs?) then he could walk on the bridge and also maybe on roofs.

There would also be another layer below the main level, like if someone was going to make an underground cave or something. It would be useful because, like on GK, the underground dungeons would be in the same level as the main overworld.. And the houses would be on the upper level.. So it would actually be VERY useful but the filesize on levels might get a little bigger, but that's ok (since it would actually be like having more than one level)

It's a great idea, what do you think? That will atleast make it easier to do things like having a roofed entrance, like castle bridges and stuff going from pillar to pillar that you can walk on and walk under!
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  #2  
Old 02-18-2005, 01:30 AM
Ajira Ajira is offline
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I like it, but I doubt it will happen.
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  #3  
Old 02-18-2005, 01:37 AM
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Sounds like something Kingdoms would have, or Graal3D.
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Old 02-18-2005, 02:47 AM
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Interesting concept.

Similar to the "Sims" when you click on what floor you want to build on when in construction mode?

I like it.
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  #5  
Old 02-18-2005, 04:24 AM
oinknessx oinknessx is offline
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Quote:
Originally Posted by Curt1zzle
Interesting concept.

Similar to the "Sims" when you click on what floor you want to build on when in construction mode?

I like it.
Yeah yeah, something like that! Except that it would have different layers of Graal tiles... And yes, it probably will never be done, but I can think of a handful of things that they could do to fix up the graal stuff.... And they could make some changes that would attract players. >.>
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  #6  
Old 02-18-2005, 04:44 AM
falco10291029 falco10291029 is offline
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Yes it would be good, make things easier.
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  #7  
Old 02-18-2005, 08:32 AM
calani calani is offline
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Hm, I could see having a two-layer level instead of a three.
I've seen it on a old old game called "bugs" or "bugworld": the level was 64x64 I think, and tile-based, but two layered. The lower layer was the ground tiles.. you could walk over these, no matter what tiles they were (besides lava and water, which you'd 'swim' in.. the game didn't have swimming), and the second layer was for walls and objects such as health and ammo. What was really neat about it was that not all tiles were completely opaque, such as the rune tiles. These blocked player movement and were small glowing symbol-like images with the rest of the tile transparent, so you could put them on a wall tile to make it look like a wall with a rune on it. Also, since there are two layers, you can put wall tiles on the bottom to make it so you can walk over them, thus creating hidden paths for the player to walk over.
I could see adding a third layer, too, that would be drawn over the player, but that isn't really necessary, though it would be fun

Leveling on that game was fun you had 128 tiles total, but with two layers, you had a ton of choices. 2^14th to be exact

I know this is rather different from your idea of multi-level where each layer is a separate level, but I think it would rather come in handy, and wouldn't be much of a change from the current system, and would be a hit with the levelers out there.
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Old 02-18-2005, 10:36 PM
oinknessx oinknessx is offline
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Well yeah, but the point of the third layer was to have the stuff that went over players so that people could use it instead of making special gifs or something, like for bridges you could walk on or swim under, maybe even houses with the doorways inside so you would walk under it instead of those annoying warps.
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  #9  
Old 02-19-2005, 11:08 PM
jake13jake jake13jake is offline
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If I only had a quarter for every time this was suggested.
The idea is good, but I don't think anyone's up for it. I think 2-layer levels (upstairs/downstairs) would be good at the least.
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  #10  
Old 02-22-2005, 11:24 PM
calani calani is offline
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I'm personally game for the double-layer tileset... I loved that. You could merge any two tiles to make a new one, or keep the original. Plus, in the merger, either tile could be on top, thus doubling the number of possible combinations... (x+1)^2
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  #11  
Old 02-23-2005, 09:57 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by jake13jake
If I only had a quarter for every time this was suggested.
The idea is good, but I don't think anyone's up for it. I think 2-layer levels (upstairs/downstairs) would be good at the least.
You know this could be VERY easily scripted instead of implementing two layers of tileset, if you had some way of cutting parts of non-board images out of the level. Then all you'd have to do is add a floor=# string to the player, and if the floors weren't the same for two different players, they couldn't dish damage to eachother using swords or something. This would be really nice to have. I know I made an invisibility gani (has no images) for Classic for players travelling under a bridge or segment of land. It still shows the nickname of the player, though, because the level board always draws under things.

Now that I think about it, it could be more complex to cut out parts of showimgs unless you rescript nick names, etc.
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  #12  
Old 02-24-2005, 01:04 AM
jake13jake jake13jake is offline
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Quote:
Originally Posted by jake13jake
Now that I think about it, it could be more complex to cut out parts of showimgs unless you rescript nick names.
(only thing that makes it hard, if you want to use default-style, is that rgb isn't as accessible as x,y, etc.)

you know what i realized just now? It would be more effective to script something like this if there were changeimgpart for showanis. Having changeimgpart for showanis would also make it easier to script mirrors. Well, not easier, just expand the goodness of what a good mirror script might be.
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  #13  
Old 02-25-2005, 08:14 AM
calani calani is offline
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<3 for mirrors!
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  #14  
Old 02-25-2005, 08:25 AM
oinknessx oinknessx is offline
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The point of the idea wasn't to make it a lot of scripting, it was to make it easier to people to make levels, wether they're new to it or have been doing it for a long time.. Usually lats can't script, so that probably wouldn't work. The 3 layer level thing would work perfectly..
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  #15  
Old 02-25-2005, 08:32 AM
calani calani is offline
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True enough, most LATs can't script.
Not sure about the player being able to be on any of the three levels, but maybe. I can see it working with a bridge and such, as how could someone on the ground swinging a sword hit someone on a bridge? problem, though: there would be no fluid movement between the different levels. And, in order to fix that, you'd need to make the entire level 3d, and then why not just make a graal3d playerworld?

I think sticking with the two layers for tiles would be a wiser move.
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