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  #1  
Old 04-06-2002, 09:16 AM
Tyhm Tyhm is offline
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Some general tile/board improvements

I know Classic and G2K1 aren't top of the engine-development lists at the moment, but when the great and wise Stefan comes back to fix it up, here are a few suggestions:

First some definitions - "2x2 Dirt" is the region starting at tiles (12,113) - just to the right of the Hole object. "1x1 Dirt" is the one that looks just like it at tiles (14,155). "1x1 Rock" is the small rock at tiles (0,209), "1x1 Mushroom" is at tiles (1,209), "2x2 Mushroom" starts at tiles (0,210), "Rooshe" and "KubolSprout" are predefined objects.

1) make 1x1 Dirt passable terrain
2) make 2x2 Mushrooms passable terrain
3) make 1x1 Mushrooms passable terrain
4) make 2x2 Mushrooms choppable like the swamp - when chopped it turns into 2x2 Dirt
5) same for 1x1 Mushrooms, when chopped it should turn into 1x1 Dirt if possible
6) 1x1 Rock should either be passable or liftable, turning into 1x1 Dirt when lifted, and cannot be hid under (just like the signs and vases) - when pelt, leaves a putleaps like a ball
7) Rooshe (and Snow Rooshe) should be a choppable, non-liftable and non-explodable object that leaves either the standard Bush stump or the Sign stump behind. If possible, it should be slashable only by Sword 2
8) KubolSprout (and Snow KubolSprout) should be the same but for Sword 3
9) The lava black stone should behave like the regular black stone
10) The lava vase should be explodable but not liftable and lay hearts just like a regular vase when exploded
11) Snow swamp tiles should behave like regular swamp tiles
12) The lava bush should behave like a regular bush
13) The lava sign should behave like a regular sign
14) The snow sign should behave like a regular sign15) The crabgrass (tiles (0,0)) should behave like the swamp corner tiles - putting the grass ripples around the players feet, but not choppable.

I think that's about it for my tiling wishlist...Stefan, if you need me to clarify I'd be happy to, everyone else if you see something here that's stupid feel free to point it out to me.
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  #2  
Old 04-07-2002, 01:04 AM
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Yes I know that some tiles could be used better,
although it would be easier to do it with npc
script (if lifting/swords would be controlled by script
like on graal2002)
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  #3  
Old 04-07-2002, 01:32 AM
Faheria_GP4 Faheria_GP4 is offline
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The mushrums should be turned to chopped shrooms =) instead of dirt.
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  #4  
Old 04-07-2002, 05:31 AM
Tyhm Tyhm is offline
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Yeah, I know it'd be fairly trivial to make a few certain patches of mushrooms into NPCs and do it that way...my point though is that to do that would mean placing a whole lot of NPCs...;

And there isn't a chopped mushroom tile, that's why I said dirt because they're in the same pattern.

I just think it's kinda weird we can't walk over tiny specks of dirt and mushrooms. ;
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Old 04-07-2002, 05:37 AM
mikepg mikepg is offline
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hmm

Yeah, all of those would be good improvements, but the downfall is, is that servers that WANT those tiles to block (to prevent access to areas they dont want players to be in, and still make it look nice), would have to go in and change a lot of tiling, or their servers would have some minor problems

If there was something in a predefined section that could make the tiles choppable, pickable, or walkable, and place it as some kind of NPC automatically, that would be awsome...but there isnt
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  #6  
Old 04-07-2002, 01:17 PM
Tyhm Tyhm is offline
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People who were legitmately counting on kubolsprouts being invincible can retile with something else.
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  #7  
Old 04-09-2002, 01:52 AM
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I totally agree.
This stuff should be in the game engine.


It would make it less laggy for slower computers.
*and don't say you don't want that stefan, you know you do*
No more excuses you have to do it now. :-p
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Old 04-09-2002, 02:42 AM
Spanko Spanko is offline
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Quote:
Originally posted by Tyhm
Yeah, I know it'd be fairly trivial to make a few certain patches of mushrooms into NPCs and do it that way...my point though is that to do that would mean placing a whole lot of NPCs...;

And there isn't a chopped mushroom tile, that's why I said dirt because they're in the same pattern.

I just think it's kinda weird we can't walk over tiny specks of dirt and mushrooms. ;
I think Stefan actually meant remaking the swords and lifting yourself.
Though I might be completly and utterly wrong.
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  #9  
Old 04-09-2002, 04:52 AM
Tyhm Tyhm is offline
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Yeah, and I could do it with a system NPC fairly easily, it'd just push the poor system ever closer to an eventual overload.
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"Power does not corrupt. Fear corrupts, perhaps the fear of a loss of power."- John Steinbeck
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  #10  
Old 04-09-2002, 09:52 AM
royce royce is offline
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I say keep what we have and make npc's out of them. Or how about the thing that everyone has wanted for ages?? The non-blocking thing. Have it selected as a warp field in the blocking and maybe the color blue and have the non-blocking one selected as a warp field but in purple. There ya go!
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  #11  
Old 04-29-2002, 01:45 AM
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Quote:
Originally posted by royce
I say keep what we have and make npc's out of them. Or how about the thing that everyone has wanted for ages?? The non-blocking thing. Have it selected as a warp field in the blocking and maybe the color blue and have the non-blocking one selected as a warp field but in purple. There ya go!
You read my mind.

That is needed!

dont forget the drawover player field! hehe. would make an area draw over player and non-blockable at the same time.


It would be so cool. You could make a little hiding place in the middle of a grass field and no one would be able to see it without much searching.
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  #12  
Old 04-30-2002, 12:32 AM
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About this, having to retile to block certian places off... what if it could be a server option?
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