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Originally Posted by Stefan
The chair thing and such things should be better handled by normal npcs. The tiles layer are more for made for allowing big blocks of graphics where normal npcs (single graphics) wouldn't work. You can set the z of the layer, and must handle playerz and jumping from cliffs by script. The projectiles already only affect objects with a height (z) difference of max 3, will add that for playertouchsme too, and need some way to check onwall() for a special tiles layer or a special z only
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Yes, no kidding. But I hate making graphics from images on the tileset. I'm serious, it drives me insane.
The one thing is the open/close walls, though. It's insane!
As for the cliff, server lag bugs me about that. 0.3 seconds for a save var to be detected clientside is the best I have seen and that's on CLASSIC. Stefan, the only time I have seen such lag on other games is when I was on 56K. Then again, Graal definitely has a different system of handling things.
You know what would be nice? Level Templates. That way you could have a basic background for a level that you see the same style multiple times, say in a quest, and have it load faster. Then, there could be another layer of tiles that loads into that from the level editor, but instead it would only let in the small changes to the level. This would be good for keeping good uniform, too.
Stefan, why are signs serverside?
Okay, have a nice day.