[Ohrrpgce] [Bug 794] Layer-2 should have an equivalent command to "Suspend Overlay"
bugzilla-daemon at karnov.dreamhost.com
bugzilla-daemon at karnov.dreamhost.com
Sat Dec 5 16:27:53 PST 2009
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=794
--- Comment #10 from Bob the Hamster <Bob at HamsterRepublic.com> 2009-12-05 16:27:52 PST ---
(In reply to comment #9)
> There's also effects in some games where one or more layers gets warped or
> transformed - I always thought that those were cool.
> You could do things like heat waves, or dimensional warps or something -
> anyways, it would give the game-maker some options other than "fade screen out"
> or "show backdrop".
I was about to say that effects like that would be a *very* long way off, and
then I remembered that we already have deforming enemy sprite deaths. So never
say never :)
> > The plan is that eventually they
> > will (almost*) all be slices, and you will be able to rearrange their draw
> > order.
>
> Perfect. That's exactly what's needed.
>
> How are the NPCs going to be managed?
> I could probably conjure up a rare occasion that someone may want to place some
> NPCs in an upper layer, and others in a lower layer. Is it too complicated,
> tracking a layer for each NPC?
> I remember hearing someone's lament on the message board about keeping track of
> layering among NPCs (if two are on the same tile, who goes on top?).
> I'm thinking that there may be a need for a command to move an NPC from one
> layer to another, and maybe another to move NPCs within the "NPC layer" (if
> such a thing will be used)
>
> Is there any thought on caterpillar walkabouts? A similar treatment may be
> needed here.
> As an aside, I always thought it looked a little silly when the rear-most hero
> ends up on top after you use a door, or teleport.
That is an important issue. I added some thoughts on the subject to the Layers
page on the wiki.
> Hm, while I'm on the subject of caterpillars, I want to test the waters:
> I have on a growing number of occasions desired the ability to alter the
> caterpillar "walkabout history". I don't know how it's done exactly, but it
> appears to me that a history of commands like "walk at speed S to coords X, Y"
> and "teleport" are stored, and then executed down the line of the caterpillar
> on each step.
> What's in store for caterpillars? TMC mentioned that walkabouts were likely to
> be left untouched unless an attempt was made at non-tile-based movement.
There are currently 16 frames of caterpillar history, numbered 0-15. Hero 0 is
drawn ad caterhistory position 0. Hero 1 is drawn at caterhistory position 5,
hero 2 at position 10, and hero 3 and position 15
The commands "set hero position" and "set hero direction" are actually
modifying caterpillar history entries.
The history entries in between the heroes cannot be directly modified, but if
you run "resume caterpillar" then the halfway positions between each hero will
automatically be re-interpolated.
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