Another entity question
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ThinIce

What about entity/chr layering?
much like a map, you have layers that can be toggled on or off on an entity?

Posted on 2004-09-22 04:04:02

rpgking

^That is the only way I see possible for entities to walk on top of bridges that others can walk under.

Posted on 2004-09-22 05:33:57 (last edited on 2004-09-22 05:34:16)

Zip

Huh? That's a map layer issue, not an entity layer one. Fixable with two E in the renderstring, hooking everything and checking. Or going from scratch and ysorting yourself, if your're a nutter. Like me.

Zip

Posted on 2004-09-22 07:17:41

gannon

I am thinking that thinice was thinking more of layers that made up the entity so that you could make paper dolling changes quickly and easaly (among other things like statuses)

Posted on 2004-09-22 07:35:48

ThinIce

Yea, I'm talking _literally_ layers on the .chr, this has _nothing_ to do with the map itself, I'm saying 'like a map' it has layers, that can be manipulated like you can a map.

Posted on 2004-09-22 07:44:34

ThinIce

Quote:Originally posted by rpgking

^That is the only way I see possible for entities to walk on top of bridges that others can walk under.


As for the bridge,
you can use a zone that sets the renderstring;

covering the whole top of the bridge, make zones that set the renderstring to render the entity on top of the bridge.

and on the layer underneath, line the covered area from the bridge with zones that change the renderstring to render the bridge over entities.

Then, depending on your scenario make the event triggerable by only the player, or any entity...
that's the only way I can think of doing it.

Also, if you have an entity on top of the bridge, and an entity going below the bridge at the same time, you'll have to make the entity under the bridge invisible until it goes out of the zone.

Posted on 2004-09-22 07:55:54

Omni

You could simulate entity graphical layers by doing multiple processes within a HookEntityRender that can be toggled on and off...it's trivial to come up with the code if you need it, I guess.

But it's still more blitting and on-the-fly manipulation, which is not the same as altering the entity's graphical data.

Posted on 2004-09-22 15:14:19

resident

This might be nuts, but why are we still using VSP's & CHR's anyway?

Why not just allow the engine to load them as images directly?

Posted on 2004-09-22 17:19:20

Zip

Indeed.

Zip

Posted on 2004-09-22 17:26:25

Gayo

So that you don't have to set hotspot and move animation data at runtime, I suppose.

Posted on 2004-09-22 17:54:31

rpgking

Ah, guess I completely misunderstood what Thinice was referring to. Why would entity layering be necessary though if you have HookEntityRender? You can layer as much as you want with that.

As for the bridge thing, I guess the zones idea ThinIce mentioned would work.

Posted on 2004-09-22 20:16:38 (last edited on 2004-09-22 20:22:02)

gannon

it would be more of a ease of use radther than a what can you do. I mean you could not use entities at all but that doesn't mean its a good idea.

Posted on 2004-09-22 20:26:10

resident

Quote:Originally posted by Gayo

So that you don't have to set hotspot and move animation data at runtime, I suppose.

What I'm suggesting would be more of a
CHR_data = CreateCHR( <filename.mak> );
In a sense, you'd still define all that stuff beforehand, then you'd be able to create an instance of that CHR with a call to the createCHR function, in a similar way to what's currently done. It would just make it that much easier to quickly get access to and edit your sprites rather that having to go through that process of having to run CHRMAK, which increasingly a pain in these days of non DOS based Windows XP.

If you wanted to create a single use CHR, you could EntitySpawn( x, y, CreateCHR('guy_with_big_sword_and_spikey_hair.mak');

Or else you could
random_villager = CreateCHR( 'random_villager.mak' );
EntitySpawn( x, y, random_villager);
EntitySpawn( x, y, random_villager);

and create two entities from the same CHR.

If we could get a pointer to the chr data in the same way as we can with VSP's, then you could write to entity chr data, and draw paperdoll armour stuff directly onto the player, for example.

Like I said earlier though, maybe it's an insane and pointless idea. It certainly involves a rewrite of a system that, when all is said and done, works well enough.

Posted on 2004-09-22 23:52:02 (last edited on 2004-09-22 23:55:09)

Omni

How about you just get rid of the Entity layer, and give all entities an 'entity.layer' flag, which draws them on top of the given layer.

Posted on 2004-09-23 00:11:25


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