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  #31  
Old 07-26-2009, 08:25 AM
MysticX2X MysticX2X is offline
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Quote:
Originally Posted by Draenin View Post
My concern would be with blocking and non-blocking objects.
Probably by adding blocking tiles underneath the image while the image draws under the player.

That is assuming he meant one whole image.
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  #32  
Old 07-26-2009, 08:28 AM
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That'd be rather sloppy imo
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  #33  
Old 07-26-2009, 10:07 AM
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Quote:
Originally Posted by Stephen View Post
I think Chris or Tig could elaborate on it better, but we had to break our images into sections of 512x512 (or, for some reason, the image wouldn't display if it was outside of a certain area of your screen).
I don't remember exactly, but I recall the maximum file size download being a potential problem, which was why it was split up (protip: ImageMagick works wonders at chopping images).

Also, if you had like a 14x14 GMAP or something, that's a a 14336x14336 image. I can't imagine it being efficient to show an image this large.

If this was being done for a huge GMAP, you'd probably need some kind of special scripting that only shows images for visible levels, not every single level. Tig did the scripting on GK, and I don't know if he just showed all the images at once, or only showed certain ones. It was working very nicely, though.

Quote:
Originally Posted by Draenin View Post
My concern would be with blocking and non-blocking objects.
Quote:
Originally Posted by MysticX2X View Post
Probably by adding blocking tiles underneath the image while the image draws under the player.
This is what was done on GK. The image wasn't an actual NPC, it was being shown with (I think) a weapon using showimg.
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  #34  
Old 07-26-2009, 04:20 PM
Hiro Hiro is offline
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Quote:
Originally Posted by DustyPorViva View Post
Ya, Graal does have some pretty inaccurate clipping.
it could be done better if the server was done in the zelda style of once you reach the boarder the next level loads, leaving the other one behind

and i don't mean one giant massive image for the entire GMAP, i mean one image per level over the span of the GMAP's levels. it's evident that it can be scripted in; i think it could make certain levels look and feel very unique compared to what levels typically bring to the table
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  #35  
Old 07-26-2009, 07:35 PM
ff7chocoboknight ff7chocoboknight is offline
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Then do it.
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  #36  
Old 07-26-2009, 10:50 PM
Angelu Angelu is offline
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Games which have big images instead of tiles arent using a tile based block detection
and dont have a fix level size like Graal's 64x64 tiles :O

Screen of Tales of Eternia's Debug Mode with the Blue Block Detection Lines (x2) :
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  #37  
Old 07-27-2009, 03:05 AM
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Quote:
Originally Posted by ff7chocoboknight View Post
Then do it.


it's already been done by gate. i wanted to introduce the concept to others so maybe they would try it, or at least experiment with it
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  #38  
Old 07-27-2009, 03:41 AM
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By the way, where is this castle on N-Pulse? I wanted to check it out but can't seem to find it.
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  #39  
Old 07-27-2009, 04:43 AM
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Quote:
Originally Posted by Rufus View Post
By the way, where is this castle on N-Pulse? I wanted to check it out but can't seem to find it.
i'm not sure if it's even up anymore, i haven't talked to gate in awhile. it was for his "deathcorps" guild or whatever the name was. i remembered it while looking at the level forum, thinking about how awesome it was. i used to have pictures of it before my hard drive crashed and i had to replace it

i'll have to ask him on AIM
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  #40  
Old 07-27-2009, 05:18 AM
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gate made sure i tell you guys that this is old work of his, it's nothing recent. it does show how awesome you can make levels using this technique. it's pretty obvious the steps taken here
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  #41  
Old 07-27-2009, 08:47 AM
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Quote:
Originally Posted by Angelu View Post
Games which have big images instead of tiles arent using a tile based block detection
and dont have a fix level size like Graal's 64x64 tiles :O

Screen of Tales of Eternia's Debug Mode with the Blue Block Detection Lines (x2) :
omg no thats ttly iso no wai grawl can do it!
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  #42  
Old 07-27-2009, 01:42 PM
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Quote:
Originally Posted by Hiro View Post
gate made sure i tell you guys that this is old work of his, it's nothing recent. it does show how awesome you can make levels using this technique. it's pretty obvious the steps taken here
That's awesome!
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  #43  
Old 07-27-2009, 03:07 PM
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Quote:
Originally Posted by Switch View Post
omg no thats ttly iso no wai grawl can do it!
Can be easily done
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  #44  
Old 07-27-2009, 03:39 PM
ff7chocoboknight ff7chocoboknight is offline
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lol Tales of Destiny 2
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  #45  
Old 07-27-2009, 03:44 PM
Pelikano Pelikano is offline
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Quote:
Originally Posted by Elk View Post
Can be easily done
then do it Mr.Icandoeverythingez
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