[Ohrrpgce] Feature: Secondary, stationary overlay
TeeEmCee
teeemcee at gmail.com
Mon May 16 06:08:36 PDT 2005
*jolts list (hopefully) back into discussion*
Here's the idea:
An extra layer (on a per map basis) above overhead tiles but below
textboxes, strings, etc could be used by designers to display icons
and useful info such as current weapon, or bars for status
indications. I think this would be a pretty cool feature, and prevent
alot of pain caused by trying to do this with npc's. People could even
put black bars at top and bottom for a wide screen effect :D
After the regular overlay is drawn, a second overlay could easily be
added with another drawmap call in displayall with transparency. The
second overlay could be stationary by using fixed map coordinates, or
even using special 16x10 scroll and pass arrays (The memory could come
out of limiting the size of any maps with this feature to 31840
instead of 32000).
I think not using special arrays would be preferred, because it adds
bloat, but otherwise people have to set aside an area of the map for
the overlay, where tiles with O set are drawn, but this definitly
makes manipulation with plotscripting easier.
Now, what would be really cool would be the ability to specify some
npc's to be drawn over this layer (mouse cursors, prehaps?)
Related, I'm wondering why, throughout the code, instead of simply
using the commands setpassblock and readpassblock (which are in the
assembly code, and just need to be added to allmodex.bi), instead
scroll() is swapped with pass() and the commands for reading/writing
maptiles are used.
TMC
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