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  #161  
Old 07-22-2010, 05:51 PM
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Quote:
Originally Posted by Enchanted Wolf XxX View Post
It was Fry's choice to make it, and post it for FEEDBACK, do you know what feedback is? He's the one who posted it for everyone to use and comment on.
It's not like Loriel didn't work on it..
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  #162  
Old 07-23-2010, 05:21 AM
Enchanted Wolf XxX Enchanted Wolf XxX is offline
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Just not workin for me, I don't wanna stir anything up.
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  #163  
Old 07-23-2010, 12:56 PM
Loriel Loriel is offline
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Quote:
Originally Posted by Enchanted Wolf XxX View Post
Just not workin for me, I don't wanna stir anything up.
what fry is saying is that in the newest version, the version number is wrong but the code should be right

if you installed the newest version and it still does the thing that fry said it fixed i guess something ~*else*~ is wrong and you should tell us

but do not tell us that the version number is wrong
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  #164  
Old 07-29-2010, 02:20 AM
cyan3 cyan3 is offline
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Having trouble compiling Gonstruct on Linux. I'm using Ubuntu 10.04 with all of the dependencies installed on my system. Does anyone know the source of the problem and hopefully how to solve it?

Here is the error I receive from the terminal after using the make command:

PHP Code:
felixlionheart@ubuntu-desktop:~/Desktop/fry-graal-gonstruct-d7a0df8make
[  7%] Built target core
10%] Building CXX object src/level_editor/CMakeFiles/gonstruct.dir/GLArea.cpp.o
In file included from 
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.cpp:1:
/
home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:3:19errorgtkmm.hNo such file or directory
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:4:29errorgtkgl/gtkglarea.hNo such file or directory
In file included from 
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.cpp:1:
/
home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:6error‘Gtk’ has not been declared
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:6errorexpected ‘{’ before ‘EventBox’
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:6errorinvalid type in declaration before ‘{’ token
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:6warningextended initializer lists only available with -std=c++0x or -std=gnu++0x
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:7errorexpected primary-expression before ‘public’
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:7errorexpected ‘}’ before ‘public’
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:7errorexpected ‘,’ or ;’ before ‘public’
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:9errorexpected unqualified-id before ‘int’
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:9errorexpected ‘)’ before ‘int’
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:10errordeclaration of ‘~GLArea’ as non-member
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:13error‘virtual’ outside class declaration
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:14error‘virtual’ outside class declaration
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:14error‘GdkEventExpose’ was not declared in this scope
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:14error‘event’ was not declared in this scope
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:14errorexpected ‘,’ or ;’ before ‘{’ token
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:15error‘virtual’ outside class declaration
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:15error‘GdkEventConfigure’ was not declared in this scope
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:15error‘event’ was not declared in this scope
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:15errorexpected ‘,’ or ;’ before ‘{’ token
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:22errorexpected unqualified-id before ‘private’
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:28error‘GdkEventExpose’ was not declared in this scope
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:28error‘event’ was not declared in this scope
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:29error‘GdkEventConfigure’ was not declared in this scope
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:29error‘event’ was not declared in this scope
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:30errorexpected declaration before ‘}’ token
make
[2]: *** [src/level_editor/CMakeFiles/gonstruct.dir/GLArea.cpp.oError 1
make
[1]: *** [src/level_editor/CMakeFiles/gonstruct.dir/allError 2
make
: *** [allError 2
felixlionheart
@ubuntu-desktop:~/Desktop/fry-graal-gonstruct-d7a0df8
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  #165  
Old 07-29-2010, 11:06 AM
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Quote:
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:3:19: error: gtkmm.h: No such file or directory
/home/felixlionheart/Desktop/fry-graal-gonstruct-d7a0df8/src/level_editor/GLArea.hpp:4:29: error: gtkgl/gtkglarea.h: No such file or directory
You have to install the dependencies listed inside the README file
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  #166  
Old 07-29-2010, 11:59 AM
cyan3 cyan3 is offline
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Quote:
Originally Posted by Fry View Post
You have to install the dependencies listed inside the README file
I was sure I installed all of the dependencies but I may have missed a few. I'll take another look tonight.

Thanks for the reply though

Edit: Here are the dependencies I installed.

NPC Code:
libgtkmm-2.4-dgb
libgtksourceviewmm-2.0-2
libgtkgl2.0-1
libboost
ruby1.8
cmake


Last edited by cyan3; 07-29-2010 at 12:39 PM..
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  #167  
Old 07-30-2010, 01:13 AM
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A lot of times, Googling "[..] error: gtkmm.h: No such file or directory" errors can help a lot (when it comes to finding missing deps).
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  #168  
Old 07-30-2010, 01:22 AM
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Quote:
Originally Posted by cyan3 View Post
I was sure I installed all of the dependencies but I may have missed a few. I'll take another look tonight.

Thanks for the reply though

Edit: Here are the dependencies I installed.

NPC Code:
libgtkmm-2.4-dgb
libgtksourceviewmm-2.0-2
libgtkgl2.0-1
libboost
ruby1.8
cmake

I haven't used Ubuntu in ages... but for compiling from source, you probably need the -dev packages.

NPC Code:
libgtkmm-2.4-dev
libgtksourceview-2.0-dev
libgtkgl2.0-dev
libboost-dev

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  #169  
Old 07-30-2010, 07:03 PM
cyan3 cyan3 is offline
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Quote:
Originally Posted by napo_p2p View Post
I haven't used Ubuntu in ages... but for compiling from source, you probably need the -dev packages.

NPC Code:
libgtkmm-2.4-dev
libgtksourceview-2.0-dev
libgtkgl2.0-dev
libboost-dev

Still doesn't work with the dev packages but nice idea though.
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  #170  
Old 08-08-2010, 09:45 PM
maximus_asinus maximus_asinus is offline
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I downloaded the editor and I'm wondering how you apply transparent layers?
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  #171  
Old 08-08-2010, 10:41 PM
xXziroXx xXziroXx is offline
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Quote:
Originally Posted by maximus_asinus View Post
I downloaded the editor and I'm wondering how you apply transparent layers?
You need to make a tile transparent in your tileset.
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  #172  
Old 08-08-2010, 10:49 PM
maximus_asinus maximus_asinus is offline
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Quote:
Originally Posted by xXziroXx View Post
You need to make a tile transparent in your tileset.
okay so I would make a transparent pics1.png (I think Dusty had one floating around)?
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  #173  
Old 08-09-2010, 01:13 AM
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No you don't need a fully transparent tile to fill layers in the most recent version (0.2.2) anymore, if you remove any tiles on a layer above 0 they automagically turn into a transparent tile. Should probably update the readme to include layer editing at some point, or maybe someone can help out with that!
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  #174  
Old 08-09-2010, 01:32 AM
maximus_asinus maximus_asinus is offline
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Okay I have Dusty's transparent tiles loaded, along with pics1.png. How do I switch between the tilesets on each layer? I want to use his transparent tiles for layers higher than zero. Unless I have to use one tileset. Then I will have to find a version of Dusty's that isn't incomplete (he deleted tiles on his transparent version).
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  #175  
Old 08-09-2010, 01:41 AM
maximus_asinus maximus_asinus is offline
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Okay new question. Is there any way to test my levels without having to upload them to a server?
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  #176  
Old 08-09-2010, 03:22 AM
xXziroXx xXziroXx is offline
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Quote:
Originally Posted by Fry View Post
No you don't need a fully transparent tile to fill layers in the most recent version (0.2.2) anymore
You do, if you expect it to work in-game in both v5 and v6. Quite silly that Gonstruct automatically adds a "transparent" tile to the level instead of flood filling it with your selected tile (right click one) when Graal doesn't support it - in fact, it breaks levels completely when put online. Not to mention that in order to fix it for online use, you need to spend tons of time trying to find these non-existing tiles and fill them with another tile.
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  #177  
Old 08-09-2010, 03:27 AM
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It's not really Gonstruct's fault, and it's far from silly. Ya it breaks it but the functionality shouldn't disappear, as it'll be eventually way useful than using a transparent tile. Maybe a compatibility option when saving?
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  #178  
Old 08-09-2010, 03:29 AM
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Quote:
Originally Posted by DustyPorViva View Post
It's not really Gonstruct's fault, and it's far from silly. Ya it breaks it but the functionality shouldn't disappear, as it'll be eventually way useful than using a transparent tile. Maybe a compatibility option when saving?
It is silly, as long as it's not supported by the Graal client, and as far as I know Stefan hasn't even commented on adding support for it.
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  #179  
Old 08-09-2010, 03:55 AM
maximus_asinus maximus_asinus is offline
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Okay I've got Gonstruct down now, still wondering on whether or not I can test levels made in Gontruct without going online. Also wondering if blocking tiles placed on layer 0 are considered blocking.

And would it be possible to add the click and drag feature that existed in the old editor for placing tiles on a level?

EDIT: also wondering how many layers does Graal support.
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  #180  
Old 08-09-2010, 11:17 AM
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The problem with transparent tiles is that in game performance is most certainly going to rapidly go down and level size up the more layers you use. Stefan did not comment on what method he prefers, but apparently the most sane one to use layers that gonstruct is using now appears to be working in v6, so I see no reason to change it back. If you want to use layered levels in v5 you're probably best off using the older version (0.2.0 i think?), or if you want you can add an option to the current version.
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  #181  
Old 08-09-2010, 03:36 PM
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Quote:
Originally Posted by Fry View Post
the most sane one to use layers that gonstruct is using now appears to be working in v6, so I see no reason to change it back.
It's not working in v6, I've checked several times including just before posting this.
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  #182  
Old 08-10-2010, 01:01 PM
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Quote:
Originally Posted by xXziroXx View Post
It's not working in v6, I've checked several times including just before posting this.
Well okay that sucks, people trying layered levels with v6 mentioned it worked fine. If it doesn't then yeah, as problematic as it becomes, it makes more sense to use an actual transparent tile then. If someone wants to add some kind of way to select a transparent tile (an extra control that displays it, along with a button you can press that lets you click on any tile in the tileset to select a new one), that'd be great. Otherwise I'll do it at some point.


Quote:
Originally Posted by ktbaloncesto
BUGS
1. When you maximize your screen and click the "add new npc" button, the program crashes

2. Add tiles along the right edge of your screen in any layer other than the base layer. Save and close your level. When you open it again, the tiles appear on the left side of your screen.


ADDITIONS (these are in Graal Editor but not Gonstruct)
1. When you add tiles to your level you should have the ability to click and drag them across your screen.

2. Ability to fill an area with a previously selected tile or group of tiles
Fixed the annoying bugs, thanks for that. What do you mean with your addition 1? Do you mean dragging them into another level tab?
Regarding the second point, you can flood fill with the default tile by right clicking on a set of tiles, flood filling with a group of tiles is on the TODO list, but yeah, don't expect any additions soon, you might be better off using the default level editor.

Edit: Here's the link to 0.2.3
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Last edited by Fry; 08-10-2010 at 03:16 PM..
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  #183  
Old 08-11-2010, 09:02 AM
maximus_asinus maximus_asinus is offline
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Quote:
Originally Posted by Fry View Post
Well okay that sucks, people trying layered levels with v6 mentioned it worked fine. If it doesn't then yeah, as problematic as it becomes, it makes more sense to use an actual transparent tile then. If someone wants to add some kind of way to select a transparent tile (an extra control that displays it, along with a button you can press that lets you click on any tile in the tileset to select a new one), that'd be great. Otherwise I'll do it at some point.




Fixed the annoying bugs, thanks for that. What do you mean with your addition 1? Do you mean dragging them into another level tab?
Regarding the second point, you can flood fill with the default tile by right clicking on a set of tiles, flood filling with a group of tiles is on the TODO list, but yeah, don't expect any additions soon, you might be better off using the default level editor.

Edit: Here's the link to 0.2.3
Thank you Fry, I was experiencing a few of these errors earlier today. Nice to see a fix.

I have a question(s). Since I am not able to test my levels online, I am wondering how layers work in relation to the player. If you're using a layer greater than zero, is it drawn above the player? Or are the layers only drawn above the tiles? Also if I use a blocking tile on layer zero, and an unblocking tile on layer one, can the player walk on it (or vice versa)?
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  #184  
Old 08-11-2010, 09:04 AM
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mby i should add the latest version(s) to the op
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  #185  
Old 08-11-2010, 09:13 AM
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Originally Posted by maximus_asinus View Post
If you're using a layer greater than zero, is it drawn above the player? Or are the layers only drawn above the tiles?
They're just drawn above other layers, the player is drawn on top of it all.


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Originally Posted by maximus_asinus View Post
Also if I use a blocking tile on layer zero, and an unblocking tile on layer one, can the player walk on it (or vice versa)?
No, all blocking tiles are considered blocking, no matter on which layer.


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mby i should add the latest version(s) to the op
Yes please.



By the way Fry, if you ever get around to it, could you make it so that if you already have Gonstruct open while opening a new level from the desktop or whatever, it pops up in the Gonstruct you already have up rather then opening another window? Would be super awesome to have it work like the default editor like that.
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  #186  
Old 08-11-2010, 05:24 PM
maximus_asinus maximus_asinus is offline
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Originally Posted by xXziroXx View Post
No, all blocking tiles are considered blocking, no matter on which layer.
Thanks for the answers, rep++

also wondering how Graal handles different tile types. You said blocking tiles always block, what about swimming tiles, no blocking tiles, sitting tiles, etc. What takes priority?
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  #187  
Old 08-11-2010, 06:44 PM
xXziroXx xXziroXx is offline
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Originally Posted by maximus_asinus View Post
Thanks for the answers, rep++

also wondering how Graal handles different tile types. You said blocking tiles always block, what about swimming tiles, no blocking tiles, sitting tiles, etc. What takes priority?
I have never tried placing lava tiles on water tiles, so I can't answer that one. Would be interesting to know, I'll give it a go and edit this post.

EDIT: The "effect" on the lowest layer takes priority, other then when it comes to blocking tiles - they always block.
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  #188  
Old 08-11-2010, 08:33 PM
maximus_asinus maximus_asinus is offline
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Originally Posted by xXziroXx View Post
I have never tried placing lava tiles on water tiles, so I can't answer that one. Would be interesting to know, I'll give it a go and edit this post.

EDIT: The "effect" on the lowest layer takes priority, other then when it comes to blocking tiles - they always block.
Very interesting. If I wanted I could take water tiles and place them on layer 0, making everything swimmable? I am not sure how Graal handles transparent tiles, but I could make layer zero a swimming layer, layer one whatever, and layer two a transparent blue tile. I could then modify the swimming gani and create the illusion of swimming in semi shallow areas where the ocean floor can be seen. One could almost recreate the looks of the flooded areas in the LTTP Water Temple. I am very happy to know this.
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  #189  
Old 08-11-2010, 08:45 PM
Loriel Loriel is offline
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I am pretty sure you could to the same thing with setshape2, so if you can come up with a pretty npc-based way to turn some stuff blue, you can dynamically flood and unflood things <:D
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  #190  
Old 08-12-2010, 02:25 AM
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Would be pretty neat if there where layers that could draw over the player, would make some interesting levels.
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  #191  
Old 08-12-2010, 02:33 AM
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Would be pretty neat if there where layers that could draw over the player, would make some interesting levels.
Wrong thread
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  #192  
Old 08-12-2010, 04:07 AM
maximus_asinus maximus_asinus is offline
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Is it possible to promote/demote certain tiles on a layer. IE I select a cliff and decide I want it on layer one over layer zero, so I click "promote to layer" or whatnot.
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  #193  
Old 08-12-2010, 04:21 AM
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Quote:
Originally Posted by maximus_asinus View Post
Is it possible to promote/demote certain tiles on a layer. IE I select a cliff and decide I want it on layer one over layer zero, so I click "promote to layer" or whatnot.
You should be able to highlight the tiles and then change the layer and it should move with it.
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  #194  
Old 08-12-2010, 06:50 AM
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Originally Posted by DustyPorViva View Post
You should be able to highlight the tiles and then change the layer and it should move with it.
thank you Dusty, that would have never occurred to me!

also, wondering if you ever revised your transparent tileset?
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  #195  
Old 08-12-2010, 06:59 AM
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Quote:
Originally Posted by maximus_asinus View Post
also, wondering if you ever revised your transparent tileset?
Nay. I've noticed a few errors with it but I never got around to fixing it up. If I were to "fix it" I would probably start over from scratch. I dunno.

The problem with editing it is that it's not easy to edit the opaque areas as you can't just eye-drop them. I do have a "raw" back-up without the transparency, but I dunno if I'd want to go that route or just fix it up better from scratch. I made the tileset before Gonstruct even supported layers, so it was mostly all done on a hypothetical level. After working with the layers I have learned quite a bit more and could probably change the tileset for more efficiency.
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  #196  
Old 08-12-2010, 07:24 AM
maximus_asinus maximus_asinus is offline
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Originally Posted by DustyPorViva View Post
Nay. I've noticed a few errors with it but I never got around to fixing it up. If I were to "fix it" I would probably start over from scratch. I dunno.

The problem with editing it is that it's not easy to edit the opaque areas as you can't just eye-drop them. I do have a "raw" back-up without the transparency, but I dunno if I'd want to go that route or just fix it up better from scratch. I made the tileset before Gonstruct even supported layers, so it was mostly all done on a hypothetical level. After working with the layers I have learned quite a bit more and could probably change the tileset for more efficiency.
Even within the default tileset there is a lot of room for expansion. You could make it half the size and still get the same (if not better) results. I wish someone would take the time and remake the tileset properly.
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  #197  
Old 08-12-2010, 12:48 PM
xXziroXx xXziroXx is offline
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You should be able to highlight the tiles and then change the layer and it should move with it.
Are you sure? You can't copy tiles from one layer and paste them on another at least.
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  #198  
Old 08-12-2010, 01:05 PM
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Originally Posted by xXziroXx View Post
Are you sure? You can't copy tiles from one layer and paste them on another at least.
Copy pasting should work, the moving by layers via selection is not intended to work, and it only works if you move the selected tiles before you change the layers. Unfortunately that also makes it possible to copy the magic transparent tile from layers > 0 to the base layer.
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  #199  
Old 08-12-2010, 02:31 PM
xXziroXx xXziroXx is offline
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Copy pasting should work
Fairly sure it doesn't. Last I checked it looks like it pastes it, but once you unselect the pasted tiles they end up on the layer you copied them from.
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Old 08-12-2010, 02:59 PM
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An active selection always stays separate from the other layers, so if you paste something and then instantly witch to another layer, and then deselect it, it will stay on the latter layer. If you deselect it before switching layer it will stay on the correct layer.
I think the alternative, having a layer associated to an active selection is just going to make editing layers more confusing.
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