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  #1  
Old 12-28-2010, 09:35 AM
DustyPorViva DustyPorViva is offline
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Animated tiles

I'd LOVE a way to see animated tiles in Graal. Currently you can do a few methods, but all ways currently make Graal run like crap. I think the easiest way would be to allow gifs to be run better with addtiledef2. How? I dunno, I don't code. But that would be the easiest way, considering I don't want to see more of the tileset being taken up just for animated tiles.

Stefan, could you possible look into the rendering of gifs in tilesets to make it where it can actually be used for effect? I'd LOVE to see water animated, like the beauty that was LttP:


It adds so much life to the world.
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  #2  
Old 12-28-2010, 09:51 AM
DemonSpawnn DemonSpawnn is offline
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I couldn't agree more with this, I would love to see animated tiles..
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Old 12-28-2010, 09:58 AM
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i like how he pulls on the fountain the way we do on graal :]
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Old 12-28-2010, 10:15 AM
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Old 12-28-2010, 02:43 PM
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  #6  
Old 12-30-2010, 06:33 AM
MattKan MattKan is offline
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I think if it was able to be done on zelda however many years ago, it should be able to be done on graal now.
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Old 12-30-2010, 07:39 AM
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Originally Posted by MattKan View Post
I think if it was able to be done on zelda however many years ago, it should be able to be done on graal now.
It is.. just not all that efficiently.
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Old 01-30-2011, 04:55 AM
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*sigh* I get really tired of having to work so hard to work up to snes quality standards, even if it is one of the best games ever made.
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  #9  
Old 02-01-2011, 02:20 PM
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The problem with animated gifs for tiles is mainly speed?
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  #10  
Old 02-01-2011, 08:31 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Stefan View Post
The problem with animated gifs for tiles is mainly speed?
Aye, once you place too many gif tiles the client really begins to slow down. Because of that, you wouldn't be able to use it for something like water.
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Old 02-01-2011, 08:59 PM
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y not use NPC images :<
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Old 02-01-2011, 10:34 PM
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Originally Posted by DustyPorViva View Post
Aye, once you place too many gif tiles the client really begins to slow down. Because of that, you wouldn't be able to use it for something like water.
Maybe you don't have to make ALL the tiles animated, just a couple placed in strategic locations. If you make just one movin water tile and use it in certain places it can create the image of the whole mass moving.

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y not use NPC images :<
U crazy? That'd be hella laggy too.
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  #13  
Old 02-01-2011, 10:54 PM
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Quote:
Originally Posted by RegretZ View Post
Maybe you don't have to make ALL the tiles animated, just a couple placed in strategic locations. If you make just one movin water tile and use it in certain places it can create the image of the whole mass moving.
But this thread is not to address ways to work around the limitation, but to fix it. I don't want to be strategic with my animated tiles. I want to make ALL the water animated.
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  #14  
Old 02-01-2011, 10:58 PM
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Work on tileset canvas size too please... if you do that, then I can use my full potential
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  #15  
Old 02-02-2011, 12:05 AM
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Originally Posted by DustyPorViva View Post
But this thread is not to address ways to work around the limitation, but to fix it. I don't want to be strategic with my animated tiles. I want to make ALL the water animated.
Sorry to notify you dusty, but Graal just can't handle all that awesome.
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  #16  
Old 02-02-2011, 12:35 AM
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Originally Posted by RegretZ View Post
Sorry to notify you dusty, but Graal just can't handle all that awesome.
It's people like you who stand in the way of big ideas. I think that this is not only a good idea, but is possible. You post all over the place saying that "Graal Sucks" even though you play it all the time? Honestly, if you don't like Graal then do not play it.


Glad Stefan is looking at this

Also, maybe you could release another tileset type that has tiles that drawoverplayer and can be easily scripted to perform certain ganis when you are standing on them? And yeah, bigger tilesets would be fantastic
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Old 02-02-2011, 08:35 AM
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  #18  
Old 02-02-2011, 08:48 AM
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Originally Posted by MattKan View Post
Maybe you could release another tileset type that has tiles that drawoverplayer and can be easily scripted to perform certain ganis when you are standing on them? And yeah, bigger tilesets would be fantastic
Confused towards your logic here.

Tiles that draw over the player could not be stood on. Bigger tilesets I agree with but seriously that first bit just threw me for a loop. You can script the area you want to be touched to cause gani changes pretty easily.
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Old 02-02-2011, 08:54 AM
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Originally Posted by Fulg0reSama View Post
Confused towards your logic here.

Tiles that draw over the player could not be stood on. Bigger tilesets I agree with but seriously that first bit just threw me for a loop. You can script the area you want to be touched to cause gani changes pretty easily.
He simply wants "real" layers. For example in Link to the Past many dungeons has multiple layers. So if you were in the higher layer of the level only the tiles of that layer blocked, and monsters could walk under(and thus through) you. However you could be under a layer that monsters are on and they wouldn't see you, for example.

A simple example of this would be a bridge that you can walk over and under, simply comprised of tiles. Because of this you'd also need to associate a layer with the player though(for example a players default layer would be 0, but it could be increased when a player goes ontop of a bridge, for example).

Either way these have nothing to do with animated tiles and have their own threads :P
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  #20  
Old 02-02-2011, 09:10 AM
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Originally Posted by DustyPorViva View Post
He simply wants "real" layers. For example in Link to the Past many dungeons has multiple layers. So if you were in the higher layer of the level only the tiles of that layer blocked, and monsters could walk under(and thus through) you. However you could be under a layer that monsters are on and they wouldn't see you, for example.

A simple example of this would be a bridge that you can walk over and under, simply comprised of tiles. Because of this you'd also need to associate a layer with the player though(for example a players default layer would be 0, but it could be increased when a player goes ontop of a bridge, for example).

Either way these have nothing to do with animated tiles and have their own threads :P
Can't we have both?
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  #21  
Old 02-02-2011, 09:13 AM
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Can't we have both?
Ya, but I've posted about those very things before as well :P I'd rather not muddle it in with something like this that's completely unrelated.
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Old 02-02-2011, 04:01 PM
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Originally Posted by MattKan View Post
It's people like you who stand in the way of big ideas. I think that this is not only a good idea, but is possible. You post all over the place saying that "Graal Sucks" even though you play it all the time? Honestly, if you don't like Graal then do not play it.


Glad Stefan is looking at this

Also, maybe you could release another tileset type that has tiles that drawoverplayer and can be easily scripted to perform certain ganis when you are standing on them? And yeah, bigger tilesets would be fantastic
I'm not saying it can never happen dude. I'm just saying it isn't possible right now, due to the lag it would cause. Don't jump to conclusions...
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Old 02-02-2011, 04:09 PM
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Old 02-03-2011, 01:39 AM
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Originally Posted by DustyPorViva View Post
Ya, but I've posted about those very things before as well :P I'd rather not muddle it in with something like this that's completely unrelated.
Animated tiles should definitely be the priority lol
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