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-   -   Tilesetsize (https://forums.graalonline.com/forums/showthread.php?t=134259844)

Elk 07-15-2010 02:58 PM

Tilesetsize
 
Can this somehow be increased :/? I want a minimum 2x bigger tileset canvas than the current...I hate limitations

xAndrewx 07-15-2010 02:59 PM

how bigs your tileset o-o

Elk 07-15-2010 03:07 PM

The overworld tileset has atleast 10 different buildingtypes that would cover the normal type 1 tileset blocking area...
As I'm trying to make a real game, it has no childish unrealistic houses like graal...

Shards-Of-Fate 07-15-2010 03:34 PM

Good for you Elk--How about a transparent object layer too :D?

Elk 07-15-2010 04:41 PM

Not even asking for something like that, I just want a bigger variety...

Solution would be NPCs but that is alot of work

Crono 07-15-2010 04:54 PM

well theyre not going to update the normal level editor so you'll have to wait a while :(

Elk 07-15-2010 04:56 PM

THe tileset already exists, so I would just need that increasement to optimize it

xAndrewx 07-15-2010 05:12 PM

hmm use images for buildings, if they're the same kinda layout as the other buildings use addtiledef2.

Elk 07-15-2010 05:26 PM

No, everything is unique...how would you build a city lol

Well I can try using images... :/

xAndrewx 07-15-2010 06:06 PM

It'd be your best way @ Elk. Just split the buildings in to four seperate images ^^

Elk 07-15-2010 06:14 PM

Why 4?

Liberated 07-15-2010 06:22 PM

or you can use addtiledef2, i can't imagine all 10 different types being used in one level.

you're making a "real game" using the graal engine? impressive.

DustyPorViva 07-15-2010 06:28 PM

addtiledef2 + gmap = fail :(

xAndrewx 07-15-2010 06:32 PM

Quote:

Originally Posted by DustyPorViva (Post 1587750)
addtiledef2 + gmap = fail :(

Yeah I thought this too :(

Use Images @ Elk, going fullscreen with just one big image can cause problems, at points you can see under the big image even though you're not supposed to. I split all overworld images to 4 (depending on the size) on Bravo.

xXziroXx 07-15-2010 06:35 PM

Quote:

Originally Posted by Liberated (Post 1587749)
you're making a "real game" using the graal engine? impressive.

You are underestimating the potential of the engine. The only "real" problem is the 20 fps limit, but I think that was increased in v6? (either that or I'm confusing it with some several page thread discussion about it, but I recall Stefan mentioning something)

Liberated 07-15-2010 06:35 PM

Quote:

Originally Posted by DustyPorViva (Post 1587750)
addtiledef2 + gmap = fail :(

how come? It won't work for individual levels then?

DustyPorViva 07-15-2010 06:37 PM

When you use addtiledef2 on a gmap, you don't see the tile definitions until you're actually IN the level. So if you're in an adjacent level, all you'll see are tile errors.

The most you can do currently is plan your tilesets effectively. Create separate tilesets for interior tiles and exterior. Addtiledef2 will work fine for interior levels(not gmaps), so you can efficiently do color swaps and such for different interiors with addtiledef2.

I don't think it's possible to expand the tileset anymore because the current tileset maxes out the NW base64 format.

Crow 07-15-2010 06:39 PM

Quote:

Originally Posted by Liberated (Post 1587753)
how come? It won't work for individual levels then?

If you are in level A on a gmap, using addtiledef2, you won't see the changed tiles while being in level B. Since the client renders a total of nine levels on gmaps (a square), you are restricted quite a bit when trying to make sure it always looks like it's supposed to look.

Edit: 3.5k posts, booyah! And Dusty was faster. Drat.

xAndrewx 07-15-2010 06:41 PM

Quote:

Originally Posted by xXziroXx (Post 1587752)
You are underestimating the potential of the engine. The only "real" problem is the 20 fps limit, but I think that was increased in v6? (either that or I'm confusing it with some several page thread discussion about it, but I recall Stefan mentioning something)

I remember skyld saying something testing Iphone on Bravo he got 19fps, he reached 21 on Rudora :[
So you're probably right o-o

Liberated 07-15-2010 06:46 PM

Quote:

Originally Posted by DustyPorViva (Post 1587755)
post

Quote:

Originally Posted by Crow (Post 1587758)
post

Ah i see, quite annoying yeah, and imo kinda defeats the purpose of the addtiledef2 function.

DustyPorViva 07-15-2010 06:50 PM

Stefan might be able to expand the characters used in the NW base64, but I'm not sure.

Elk 07-15-2010 07:18 PM

He should just make it unrelative to the amount of tiles in a Level :s

DustyPorViva 07-15-2010 07:21 PM

Quote:

Originally Posted by Elk (Post 1587775)
He should just make it unrelative to the amount of tiles in a Level :s

Hmm? It has nothing to do with levels themselves, but the format they're saved in. NW format uses a string of characters to define the tiles in a level. The current size of the tileset uses ALL those characters to their fullest and there's no room to add more unless he can add on to the string of characters.

Elk 07-15-2010 08:15 PM

Therefore a level would have more tiles, no?

DustyPorViva 07-15-2010 08:34 PM

Quote:

Originally Posted by Elk (Post 1587785)
Therefore a level would have more tiles, no?

Not following, to be honest. The method to save the tiles in a level doesn't support any more tiles in the tileset. Even if he made the tilesets bigger, there would be no way to actually put them in the levels since the format is maxed out.

Soala 07-15-2010 08:40 PM

Let us choose what each till will do in a simple program to set up on our own server, and that would be perfect x_x

DustyPorViva 07-15-2010 08:48 PM

Quote:

Originally Posted by Soala (Post 1587794)
Let us choose what each till will do in a simple program to set up on our own server, and that would be perfect x_x

http://forums.graalonline.com/forums...hp?t=134257273

Elk 07-15-2010 08:54 PM

Currently, all tiles from the tileset can be put in 1 Level

Soala 07-15-2010 09:46 PM

Quote:

Originally Posted by DustyPorViva (Post 1587800)

Ah, I was sure you made something referring to custom tilesets before, but I couldn't find it anymore.

I support this so much.

_Zelph 07-16-2010 04:25 PM

Sounds like Graal isn't the best platform for your "real non-unrealistic-childish" game. Even Flash would be a huge step up if Graal doesn't have what you want.

Shards-Of-Fate 07-16-2010 04:41 PM

Quote:

Originally Posted by _Zelph (Post 1587899)
"real non-unrealistic

o_o What?

I think both larger tilesets and an objects layer would be great additions :3

Elk 01-04-2011 02:07 AM

PLEASE. Stefan.


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