Question about VSPs
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rpgking

Is it possible to render to the VSP/tileset itself? This would be useful for a day/night system or anything else where you just want the tiles to change in appearance or color and not the entities.

Posted on 2004-06-17 18:14:15

Zip

I'm sure you can do this by blitting a mask over the background before blitting the entites, but having not used maps at all, I haven't a clue how...

Zip

Posted on 2004-06-17 18:20:23

gannon

couldn't you just use getTile and setTile
(getTile change its color then setTile it back)?

Posted on 2004-06-17 18:56:15

rpgking

Quote:Originally posted by Zip

I'm sure you can do this by blitting a mask over the background before blitting the entites, but having not used maps at all, I haven't a clue how...

Zip


What about for layers that are above the entities? I could easily blit a mask over the layers below, but the ones above would be a problem... And something like a day/night system must alter the shades of all the tiles.

Posted on 2004-06-17 19:45:02 (last edited on 2004-06-17 19:45:24)

rpgking

Quote:Originally posted by gannon

couldn't you just use getTile and setTile
(getTile change its color then setTile it back)?


This would be pretty expensive to do in realtime on large maps.

Posted on 2004-06-17 19:46:00

gannon

well not all the map would have to be converted and you would just have to do it every time you want the light to change (with layers you have to do it every time you draw it)

some other ideas

store the tiles in some image and use that as the source for different tiles (this would get rid of getTile)

parallel maps just move all the entities to there correct positions

Posted on 2004-06-17 20:03:54 (last edited on 2004-06-17 20:08:44)

Zip

Hmm.. got point. I'd say you could:

1) Make lots of different tile sets and load the right one on demand

2) Make one tile set and apply a colour transformation on demand. See here

3) Mask over the whole image. I don't quite see why the entities wouldn't be darker if it's night time. Unless you want dynamic torch effects. Which wouldbe cool.

4) Blit and mask stuff under enities, blit enties, blit to buffer then mask, then blit stuff over enties. Does seem a little unnessersary. See here

Zip

Posted on 2004-06-17 21:26:06

gannon

is there a way to load a different tile set without loading the whole map?

Posted on 2004-06-17 22:47:52

Interference22

I'm still eagerly plugging my request to have runtime-adjustable lucency for layers, ie. a variable you can alter that allows you to alter the lucency of a layer in-game. This would mean you could just stick your night effect on a layer and time it to fade on when night falls. Voila. I currently have code set out to do that with spaces for appropriate code when (if?) it actually happens.

Posted on 2004-06-18 00:45:25

gannon

that would be cool.
if you could do that entities between layers would not be a problem (just have multi night layers)

Posted on 2004-06-18 01:20:44

rpgking

Thanks for the ideas. Maybe one of them will work :P

And gannon, I don't see how that would take care of the entities between layers problem. If you have multi night layers, the night layers above the entities would still affect the entities.

Zip, the effect I'm going for is the one seen in Breath of Fire and the Dragon Warrior games where only the map changes in color during the different day/night cycles, and this makes it easier to see entities at night.

If this is more trouble than it's worth, I'll probably just have entities affected too.

Posted on 2004-06-18 05:16:19 (last edited on 2004-06-18 05:18:06)

gannon

not all of a layer has to be dark, parts of it would be completly trasparent all the time
whould there still be a problem if its like that?

Posted on 2004-06-18 05:21:24


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