Ambrosia Garden Archive
    • A transparency question:


      Since we are now able to make graphics with varying levels of transparency, will it be possible to make transparent overlays on the maps? example: a lake that where you could see down to the bottom in shallower areas with ripples and waves moving across the top.

      Thanks.

    • Yep, all in a day's work for layers, animated tiles, and transparency effects.

      Saphfire

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    • Now what I really want to see is someone using event scripting in a clever way so as to make the water ripple as you walk through it. That should be possible with animated stamps, but I'm not sure how badly it would affect memory requirements, or how attractive it could be made to look. But it would definitely be a cool thing. 🙂

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    • Will the player and NPCs be able to change between layers through events and stuff. Something like a bridge being on one layer, then the road that goes under the bridge on another, and the green grass groes all around. Could the green grass be the part that takes you from the road layer to the bridge layer. That way you can go under and over the bridge.

      Also, can sprites be on different layers?

      Also, how many layers can you have?

    • Quote

      Originally posted by Kireck:
      **Will the player and NPCs be able to change between layers through events and stuff. Something like a bridge being on one layer, then the road that goes under the bridge on another, and the green grass groes all around. Could the green grass be the part that takes you from the road layer to the bridge layer. That way you can go under and over the bridge.

      Also, can sprites be on different layers?

      Also, how many layers can you have?**

      I doubt it. Layers are in the sense of transparencies and objects above each other. Since the movement layer is flat tile based, It would be impossible to allow someone to go under a bridge and then over it without some event scripting. (In the sense that you're changing maps, or maybe changing tiles, but more trouble than its worth.)

      Saphfire

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    • Does EVERYTHING somehow require intense event scripting? Oh well, that's not important. The main question is, from where coldstone stands now, would it be possible to make a few triggering and switching events to make it do that?

    • Quote

      Originally posted by Kireck:
      Does EVERYTHING somehow require intense event scripting? Oh well, that's not important. The main question is, from where coldstone stands now, would it be possible to make a few triggering and switching events to make it do that?

      There are two ways to create this illusion:

      1). Setup two maps, the bottom movement map, and then the above movement map. When you come to the ramp to get on the bridge from the bottom layer, you will trigger an event to goto the next map, the above layer.

      2). Use one map with heavy event scripting. When stepping on any of the on ramp tiles to go over the bridge, it begins a series of events that a). removes the two side barriers that prevents movement to the sides while going under the bridge (in other words, allows the area of movement across the bridge), 🆒. restricts movement north and south (assuming your bridge is horizontal) unless you want your characters to jump off, and c). moves the bridge object down to a layer below the character layer, so that the character appears above the bridge and not under it.

      Saphfire

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