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Old 08-25-2010, 06:12 PM
Decus_Arillias Decus_Arillias is offline
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well the gui isnt matching just yet. We're happy enough atm to have our gui fully scripted and working on bigger projects on the server. I'll be pming you a link to our tileset max. So if you wanted to help still, more then welcome. As far as gfx goes, we've been working on tileset, boats, mounts, signs, pretty much everything a nice server needs. The gui ill hopefully fix tomorrow if i have the time.
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  #2  
Old 08-25-2010, 06:21 PM
maximus_asinus maximus_asinus is offline
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Originally Posted by Decus_Arillias View Post
well the gui isnt matching just yet. We're happy enough atm to have our gui fully scripted and working on bigger projects on the server. I'll be pming you a link to our tileset max. So if you wanted to help still, more then welcome. As far as gfx goes, we've been working on tileset, boats, mounts, signs, pretty much everything a nice server needs. The gui ill hopefully fix tomorrow if i have the time.
I am, though I am going to be up front about my activity now. I work quite a bit so my activity on Graal would be around 1-2 hours a day. If that is acceptable than I'm happy to work.

Also wondering whether or not you have a custom movement system, and if it supports layer detection. I was going to work for Classic but they don't have layer support.
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Old 08-25-2010, 07:33 PM
WhiteDragon WhiteDragon is offline
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Also wondering whether or not you have a custom movement system, and if it supports layer detection. I was going to work for Classic but they don't have layer support.
Layer support in Classic's movement system would be very easy to add (including making some layers blocking, others not, etc.), it's just that using layers forces everyone into using gonstruct and we don't exactly have a use for layers besides cleaning up levels a little bit which is not high enough priority compared to having a streamlined development process.
  #4  
Old 08-25-2010, 09:39 PM
maximus_asinus maximus_asinus is offline
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Layer support in Classic's movement system would be very easy to add (including making some layers blocking, others not, etc.), it's just that using layers forces everyone into using gonstruct and we don't exactly have a use for layers besides cleaning up levels a little bit which is not high enough priority compared to having a streamlined development process.
layered levels look better, and would (in my opinion) speed up development. No longer do you need an image to do the job a tile could perform, all your tiles going together seamlessly. In my opinion as a level artist, layering is the future of level editing, and not adding support for it is pretty foolish.
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Old 08-27-2010, 02:45 AM
sssssssssss sssssssssss is offline
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Originally Posted by maximus_asinus View Post
I am, though I am going to be up front about my activity now. I work quite a bit so my activity on Graal would be around 1-2 hours a day. If that is acceptable than I'm happy to work.

Also wondering whether or not you have a custom movement system, and if it supports layer detection. I was going to work for Classic but they don't have layer support.
We have a movement system, and we use layers on levels. Not sure if that means what you're saying. Our movement system is still based off default stuff.
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  #6  
Old 08-27-2010, 04:18 AM
maximus_asinus maximus_asinus is offline
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We have a movement system, and we use layers on levels. Not sure if that means what you're saying. Our movement system is still based off default stuff.
I only asked because Thor led me to believe it was impossible to support layers with a custom system.
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Old 08-27-2010, 04:43 AM
WhiteDragon WhiteDragon is offline
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I only asked because Thor led me to believe it was impossible to support layers with a custom system.
Classic's systems are more custom than most other custom systems. While most other movement systems just use onwall2, we currently use tiletype and loop over the tiles in the specified area. We would need to switch to working with the tiles array if we wanted to support layers (because there is no layer-aware tiletype function).

All that technobabble just means that we'd need to do a little extra work and have more overhead in the movement system.
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