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  #1  
Old 09-25-2008, 09:15 PM
Fry Fry is offline
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Originally Posted by WanDaMan View Post
I'd love several layers to the editor!
Could you or anyone explain to me how layers are implemented in the client and in what way they are useful right now? I am not exactly clear on that and would like to know if you don't mind.
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  #2  
Old 09-25-2008, 09:42 PM
xXziroXx xXziroXx is offline
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Originally Posted by Fry View Post
Could you or anyone explain to me how layers are implemented in the client and in what way they are useful right now? I am not exactly clear on that and would like to know if you don't mind.
The only real functionality for it is to be able to make one layer of "background" tiles and then have an additional layer above (or several!) with transparent tiles that adjust to the background. Which is rather groovy.
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Old 09-26-2008, 03:08 AM
DarkReaper0 DarkReaper0 is offline
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Quote:
Originally Posted by xXziroXx View Post
The only real functionality for it is to be able to make one layer of "background" tiles and then have an additional layer above (or several!) with transparent tiles that adjust to the background. Which is rather groovy.

Petition for Tileset Groovification!
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Old 09-26-2008, 10:23 AM
Soala Soala is offline
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Originally Posted by DarkReaper0 View Post
Petition for Tileset Groovification!
PETITION FOR TILESET PLUFFYFICATION

Anyway, seriously, We REALLY need complete new editor with lot of stuffs (layers, etc...)
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Old 09-26-2008, 10:33 AM
Fry Fry is offline
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Well was I was actually wondering about how exactly layers appear in the game, is the background layer (index 0, I suppose?) always drawn, with any other layers drawn above it, with the transparency specified by tileslayer[i].alpha (or something?).
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Old 09-26-2008, 12:38 AM
LoneAngelIbesu LoneAngelIbesu is offline
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Quote:
Originally Posted by Fry View Post
Could you or anyone explain to me how layers are implemented in the client and in what way they are useful right now? I am not exactly clear on that and would like to know if you don't mind.
In the .NW files:
PHP Code:
BOARD 0 23 64 0 
AAAAAAAAAAAAAAAAA
...
BOARD 0 24 64 0 
AAAAAAAAAAAAAAAAA
... 
The first zero seems to denote the layer of the set of tiles. Correct me if I'm wrong, tile-layer specialists.
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Old 09-26-2008, 12:42 AM
xXziroXx xXziroXx is offline
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Originally Posted by LoneAngelIbesu View Post
The first zero seems to denote the layer of the set of tiles. Correct me if I'm wrong, tile-layer specialists.
That'd be correct.
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Old 09-26-2008, 12:48 AM
LoneAngelIbesu LoneAngelIbesu is offline
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Quote:
Originally Posted by xXziroXx View Post
That'd be correct.
According to the file below, I am wrong. But, things may have been updated from forever ago.

There's a copy of an old Graal version on this computer (Graal New World? I'm guessing it's where .NW comes from). Here's a README on the level format:
Quote:
The new level format is text based. Use a text editor which doesn't wrap lines.
It begins with the signature GLEVNW01.
It can contain following data types:

- board lines:

BOARD x y width layerindex <tilesdata>

This is one line of the background layer. 'tilesdata' has a length if w*2
characters; each tile is a 12bit-index into the tile list (pics1.gif) and is
encoded in two base64 characters (upper 6 bit first)
base64: String = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvw xyz0123456789+/'
so AA is tile 0, AB is tile 1, AC is tile 2, // is tile 4095 (=0xFFF)

- level links:

LINK <destination-level> x y width height newx newy

The link attributes are the same like in the link options window in Graal.
destination-level, newx and newy must not contain spaces.

- signs:

SIGN x y
text
...
SIGNEND

Signs may be empty, but SIGNEND must always be there.

- npcs:

NPC imagefilename x y
script
...
NPCEND

If the npc doesn't have a filename (invisible npc), then write '-' for imagefilename.
x and y may be floating point values. The npc script may be empty, but NPCEND
must always be there

- baddies:

BADDY x y type
attackverse
hurtverse
winverse
BADDYEND

'type' is the baddy name (graysoldier ... dragon ) or index (0...9). You don't need
to write all 3 verses, it's also possible to only write attackverse+hurtverse or only
attackverse, but BADDYEND must always be there.

- chests:

CHEST x y item signindex

item is the item name (greenrupee ... spinattack) or item index (0...24)
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