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Mike Caron
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Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Thu Apr 06, 2006 8:25 am    Post subject: Reply with quote

Yes, I doctored that screen shot. But, I am seriously working on it. However, I need to re-think this all through, for the following reason:

What defines transparency in a tile? The general standard is colour 0, generally defined (by far) as black. And, if we draw black as the background colour, then it's not a big deal for compatability, right?

Not quite. Overhead tiles, currently, pose a problem. In Wandering Hamster, you know the lab in Flannat with the teleporter that leads to that outhouse? And, you know how the secret passage in said outhouse is "covered up" by solid black tiles?

Right. Not so with this system. Of course, if the tiles were redesigned to use another of the multiple blacks in the palette, it wouldn't be an issue. But, I can't expect everyone to modifiy all their old games, that's not compatability.

Perhaps the bottom-most layer should not be drawn transparent. But, then, that would cause a problem with trying to support a backdrop-background/paralaxing type thing (i.e. a backdrop drawn underneath all the tiles, and possibly scrolling at a different rate than the tiles themselves).

-----

Anyway, I concede that this was a stupid joke. I think it would have gone better had I gotten more reaction off the bat. Oh well. I wish I coulda done the joke I had planned...
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Battleblaze
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Joined: 19 Dec 2003
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PostPosted: Thu Apr 06, 2006 5:32 pm    Post subject: Reply with quote

Damnit, I never think of the dates. Jeez I'm a dupe.

Mike ur a dirty penis.

Maybe for a transparent color you can just have a special black thats off in the corner somewhere. Besides in the map editor theres like 3 shades of black, make one of them transparent.
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Joe Man




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PostPosted: Thu Apr 06, 2006 7:13 pm    Post subject: Reply with quote

You're forgetting, palettes can be changed by the user, so that doesn't quite work.

Out of curiosity, how do overhead tiles currently work?
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Inferior Minion
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PostPosted: Thu Apr 06, 2006 9:10 pm    Post subject: Reply with quote

Currently, Overhead tiles are just drawn over everything else. There is no transparency involved.
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Leonhart




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PostPosted: Fri Apr 07, 2006 3:07 am    Post subject: Reply with quote

aww...
A little hint of suspicion actually crossed my mind, but I still posted anyway, then, I completely forgot about it.
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Jack
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PostPosted: Fri Apr 07, 2006 3:31 am    Post subject: Reply with quote

Battleblaze wrote:

Mike ur a dirty penis.


for once, i actually kind of agree with you.
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Bob the Hamster
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PostPosted: Fri Apr 07, 2006 12:54 pm    Post subject: Reply with quote

Mike Caron wrote:
Yes, I doctored that screen shot. But, I am seriously working on it. However, I need to re-think this all through, for the following reason:

What defines transparency in a tile? The general standard is colour 0, generally defined (by far) as black. And, if we draw black as the background colour, then it's not a big deal for compatability, right?

Not quite. Overhead tiles, currently, pose a problem. In Wandering Hamster, you know the lab in Flannat with the teleporter that leads to that outhouse? And, you know how the secret passage in said outhouse is "covered up" by solid black tiles?

Right. Not so with this system. Of course, if the tiles were redesigned to use another of the multiple blacks in the palette, it wouldn't be an issue. But, I can't expect everyone to modifiy all their old games, that's not compatability.

Perhaps the bottom-most layer should not be drawn transparent. But, then, that would cause a problem with trying to support a backdrop-background/paralaxing type thing (i.e. a backdrop drawn underneath all the tiles, and possibly scrolling at a different rate than the tiles themselves).



There is no reason we can't just turn the transparency on and off at the level of the drawmap command.

And as far as backwards compatability with existing games goes, we can have the featue off-by-default in existing games, but on-by-default in new games.

What about the user-interface for editing this? We need to think about how that would work, to make this feature as non-confusing as possible.
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Fenrir-Lunaris
WUT




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PostPosted: Fri Apr 07, 2006 2:07 pm    Post subject: Reply with quote

James Paige wrote:
What about the user-interface for editing this? We need to think about how that would work, to make this feature as non-confusing as possible.


What you *could* do is have a second 'draw maptiles' option, that allows a user to specify which individual pixels get drawn over the sprites. Then when specifying whether the tile uses the default overhead or the custom overhead, you could "o" for the default full tile covering, or something like "p" for the pixel overhead.
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Mike Caron
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Joined: 26 Jul 2003
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PostPosted: Fri Apr 07, 2006 2:11 pm    Post subject: Reply with quote

Oh, the UI is easy. I'm thinking that in the tilemap editor, you hit Alt 1-3 to switch between the layers. And, in a corner (I think the top-right corner is free), it says "Layer 2 (middle)" or something.

"Hold the phone... three layers?" Yes, three layers. My reasoning:

Layer 1 (bottom) will be intended for terrain.
Layer 2 (middle) will be for stuff (signs, trees, etc.)
Layer 2.5 (above-middle) will be the sprite layer.
Layer 3 (top) will be for overhead stuff (tree-tops, roofs, etc.)

This is the format used in RPG Maker, and it seems fairly solid to me.

"Woah, wait a tick. What if I want stuff like, umm.... clouds. What if I want clouds?" In phase one, you won't be able to do clouds, true. But, I plan on solving that with background/foreground layers, which will be backdrops drawn underneath the map, and on above the map. They will be able to be configured to scroll at different rates than the map (say, the background scrolls at half the speed, whereas the foreground can scroll at twice the speed)

"Hold your horses! Why not just use more tile layers?!" First off, stop freaking out. "Ok." Because of the paralaxing (scrolling at different rates) I just described. If a layer scrolls at half the speed of the rest of the map, it needs half as many tiles (since 1 scrolling pixel = 2 non-scrolling pixels). And, if it scrolls at twice the speed, it needs twice the tiles, in each dimension. So, it's not really practical. It would be better to use a backdrop, since it can be repeated to fill the space.

"Weren't you talking about the UI before?" Oh, right. I'm thinking that if we use Shift-1-3 in the tile-map editor, you could disable those layers (just disable displaying them). This would allow you to look at only one layer at a time (or two layers, or whatever).

"Are there any other tile-related issues you haven't thought of yet?" Actually, I just thought of something. Right now, tiles are stored with only one byte, i.e. 0 - 255. These correspond to tiles on the tileset (0 - 159) or animated tiles (160 - 207, 208 - 255). The problem is that the higher layers will likely be filled with mostly emptiness, which would normally correspond to tile #0. Unfortunately, on some tilesets, this is not all black/transparent.

So, I'm thinking that we should redo the way maps are stored. That would also allow for other stuff, like allowing the whole tileset to be animated, etc.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Fri Apr 07, 2006 7:07 pm    Post subject: Reply with quote

I thought the layers were obviously a prank. Why else would you announce them on April the 1st? :P It was pretty funny (to me) that so few people even suspected anything.

James Paige wrote:
Mike Caron wrote:
Yes, I doctored that screen shot. But, I am seriously working on it. However, I need to re-think this all through, for the following reason:

What defines transparency in a tile? The general standard is colour 0, generally defined (by far) as black. And, if we draw black as the background colour, then it's not a big deal for compatability, right?

Not quite. Overhead tiles, currently, pose a problem. In Wandering Hamster, you know the lab in Flannat with the teleporter that leads to that outhouse? And, you know how the secret passage in said outhouse is "covered up" by solid black tiles?

Right. Not so with this system. Of course, if the tiles were redesigned to use another of the multiple blacks in the palette, it wouldn't be an issue. But, I can't expect everyone to modifiy all their old games, that's not compatability.

Perhaps the bottom-most layer should not be drawn transparent. But, then, that would cause a problem with trying to support a backdrop-background/paralaxing type thing (i.e. a backdrop drawn underneath all the tiles, and possibly scrolling at a different rate than the tiles themselves).



There is no reason we can't just turn the transparency on and off at the level of the drawmap command.

And as far as backwards compatability with existing games goes, we can have the featue off-by-default in existing games, but on-by-default in new games.

What about the user-interface for editing this? We need to think about how that would work, to make this feature as non-confusing as possible.


Are you sure we should drop support for overhead tiles (as in, only allow them if layers are disabled)? They could simply be implemented as a special layer.

I think tile 0 (or prehaps some other selectable tile) should always be no-display. Drawing a totally transparent tile when it's not needed is a waste of time and slow.

I'm not totally sure about layers 1 and 2 being indistinguishable. But that allows more than 256 tiles, basically.

Actually, this backdrop idea for layers that scroll at different speeds to the map sounds like a good solution. It would work in most case. But not all. If you do want a tile layer (which would be of different size to the rest of the map), the solution would be scroll that layer along at the right speed in the map editor so that you could see the end effect. There would be a few special considerations like making map wrapping not available. However, I would not really be surprised if such features are skipped currently.

One more thing: a tile layer with no scrolling would be faster than a backdrop when you don't want to draw all of it (which would be 100% of cases). Remember, layers and alpha are slow.
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Joe Man




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PostPosted: Fri Apr 07, 2006 7:38 pm    Post subject: Reply with quote

Alpha blending still sounds interesting if it can ever be implemented.
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Mike Caron
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Joined: 26 Jul 2003
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PostPosted: Fri Apr 07, 2006 7:38 pm    Post subject: Reply with quote

Alpha? Who said anything about alpha?

Anyway, I disagree about tiles being faster than backdrops. Every time we blit something, it takes a fixed amount of overhead. Thus, drawing 320x200 in 4 steps would be faster than drawing 320x200 in ~180 steps.

Either way, the only problem I see with making tile 0 universally transparent is that, as I said, tile 0 is meaningful in some tilesets.

As for Overhead tiles, I think they should only be active if layers are not. If you want layers and overhead tiles, just use layer 3.
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Joe Man




Joined: 21 Jan 2004
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PostPosted: Sat Apr 08, 2006 7:01 am    Post subject: Reply with quote

I mentioned alpha. That's what blending colors on two or more layers is called, right? I think that'd be nice to have for shadows, windows, rays of light, etc. I brought it up since you were talking about transparency.
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FyreWulff
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Joined: 02 Apr 2005
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PostPosted: Sat Apr 08, 2006 10:24 am    Post subject: Reply with quote

unless windows OHR is re-programmed to work in 3D mode, alpha will be extremely slow, since most video cards only have accelerated alpha transparency for 3D.
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Mike Caron
Technomancer




Joined: 26 Jul 2003
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PostPosted: Sat Apr 08, 2006 10:42 am    Post subject: Reply with quote

Allegro has features to do alpha in paletted mode, although I supsect that it would look... off. It would be fast, though, since it would be a lookup table.

Anyway, Joe man, I doubt we'll support alpha for a while, if ever. We're talking about "1-bit" transparency (aka, it's either completely opaque, or completely transparent).
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