In response to Lummox JR
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I'd like you to name for me 5 useful ways to use large icons when they disappear when out of range. I can hardly think of 3. It's almost completely useless this way that they disappear. You can't map with the large icons, you can't have players with large icon overlays. The best I can think of is a title screen, because even if your camera doesn't move, the icons still disappear when you move away from them.
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In response to Fugsnarf
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Fugsnarf wrote:
I'd like you to name for me 5 useful ways to use large icons when they disappear when out of range. I can hardly think of 3. It's almost completely useless this way that they disappear. You can't map with the large icons, you can't have players with large icon overlays. The best I can think of is a title screen, because even if your camera doesn't move, the icons still disappear when you move away from them. How big are these icons? The current system should offer a few tiles of "view padding" (I believe it is four tiles in each direction) so that unless the icon is quite large, it should always show up in view. If you are seeing otherwise, we have a bug. I agree that the current behavior is not ideal and it is something we have plans to fix. We thought it better to get this released in a limited capacity (where only games using extremely large icons would have an issue) rather than waiting on an ideal solution. |
In response to Tom
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If you plan to fix it, I'm content. I just hope it's done fairly soon.
[EDIT] I'm talking very large icons for scenery and whatnot. I also have some fairly large trees, but there are also things in my Megaman game like large mountain backgrounds and such. |
In response to Fugsnarf
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Those kind of things are static and so are best done with turfs. Using a turf with an extended icon is a pretty silly idea which will only lead to issues such as this; what should be done is have your large graphic broken up into multiple turfs, which will of course always be properly visible. The map editor used to do this for automatically when you laid down an atom with a large graphic, but now unless your map_format is TILED_ICON_MAP, it will lay it down as a single object with a 'big native icon' that creates a visual appearance extended beyond the location of the actual object. With turfs, this behavior only causes issues...
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In response to Kaioken
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The reason I want them as large icons is so I can place them in one click, and not 20 clicks every time I need them, and also see them on the map editor >_>
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In response to Fugsnarf
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You're misunderstanding something here. As I've said, the map editor had (and still has, but you unfortunately have to use world/map_format = TILED_ICON_MAP to use it*) a feature that automatically split atoms with large icons into multiple atoms when you laid them on the map. Test it out, it should basically work just like you want (unless you have to use a different map_format).
*: I request this to be changed. It should be clear by now that this feature is helpful regardless of your map_format, mainly when dealing with turfs. |
In response to Kaioken
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TILED_ICON_MAP is pointless for what I want, because then I have to go back to multitiling mobs. I'd rather not multitile mobs than not have to map out each individual tile for a large picture. It's just like control_freak. You either put all of your cards on the table, or you don't. I want a choice.
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In response to Kaioken
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I wonder: if you import a large image so it's broken up into 4-tile sized chunks, and then name it according to the old format (0,0;1,0;2,0;ect) would Add automagically reconstruct the image like it used to? (but this time taking the larger native icon support into account)
If not, that might be a good middle-ground feature. |
In response to DarkCampainger
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DarkCampainger wrote:
I wonder: if you import a large image so it's broken up into 4-tile sized chunks, and then name it according to the old format (0,0;1,0;2,0;ect) would Add automagically reconstruct the image like it used to? (but this time taking the larger native icon support into account) Yeah, it doesn't do this currently because it adds extra overhead (space & time) with each big icons. However, it would be a nice feature not only for the reason you mentioned but also because it would allow old games that used big icons to work properly (upon recompilation) without requiring the world/map_format line. |
In response to Fugsnarf
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Big icons vanishing is a non-issue, it's been stated before games run slowly when loading too much stuff out of view. Just break the icon into manageable chunks and place them on the map accordingly. Your game will run smoother with less huge objects and you won't see anything vanish while going off screen.
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In response to SuperAntx
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SuperAntx wrote:
*looks at the object tree* Wow, that's pretty horrible, haha. Didn't think people would actually do something like that, then even struggle to lay down a large graphic piece by piece. Shows how much the map editor's automatic splitting function needs to be 'back'. |
In response to Kaioken
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You don't know your ABC's?
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In response to SuperAntx
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Ah, so knowing the alphabet suddenly allows you to manually lay down 40 pieces instantly? That's good to hear.
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In response to Kaioken
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I don't appreciate you inadvertently calling me or my mapping methods horrible, it was uncalled for. The point I was attempting to illustrate was people are perfectly capable of breaking large icons down and mapping them by hand. Importing and cutting up the icon is already automated to boot. Mapping that truck literally took less than a minute.
It worked within BYOND's limitations and caused me no grief whatsoever. The inability to adapt to the current system or unwillingness to do anything even remotely tedious says more about the game developer than it does the development suit. |
In response to SuperAntx
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SuperAntx wrote:
Big icons vanishing is a non-issue, it's been stated before games run slowly when loading too much stuff out of view. Just break the icon into manageable chunks and place them on the map accordingly. Your game will run smoother with less huge objects and you won't see anything vanish while going off screen. That is an awesome truck. It seems he's disguising himself with that telephone pole mustache, though. |
In response to SuperAntx
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SuperAntx wrote:
The point I was attempting to illustrate was people are perfectly capable of breaking large icons down and mapping them by hand. The point I was attempting to make is that one shouldn't need to define 40 different object types that represent a single entity, and then lay all of them down manually. This is a task that should be much easier to do, and can be done so even in the current system in more than one way (without compromising the in-game results). Importing and cutting up the icon is already automated to boot. Laying it down was also automated; but they replaced that automated function with a different one, that also places the entire big graphic automatically, but causes vastly inferior results as far as mapping turfs go. In light of that, you can't really say that making the old feature inaccessible a mistake. Mapping that truck literally took less than a minute. That's no feat whatsoever. For what is considered one entity (as far as mapping goes), you should say "less than 3 seconds". It worked within BYOND's limitations and caused me no grief whatsoever. Well, grief is subjective. I have no problem doing as much work as needed, but when I need to do more work than how much should be needed, I classify that as "grief". Also, needless to say, saying merely "it worked" is meaningless. If the map editor was extremely sluggish and took an hour to process laying down a tile, you could still say that "it worked". The question is how well it worked, compared to how well it could work. The inability to adapt to the current system or unwillingness to do anything even remotely tedious says more about the game developer than it does the development suit. Since I've already made myself clear and I don't care why you take this personally, I feel no need to reply to this as well. |
In response to Kaioken
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This is exactly my point. For my Megaman game for example, I need to lay down entire backgrounds going through an entire level of pieces that are consistently larger than even the largest size you can edit in the icon editor is. It'd be more than a hassle to lay down smaller pieces individually, when it's already annoying enough to lay down each giant piece individually throughout the entire level. A big truck that you need to lay down once at one spot is one thing. An entire background is another.
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In response to Fugsnarf
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It would be easy to automatically split and place the background across the entire map at runtime using a loop or two, though. You don't need to do all the work manually.
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In response to Fugsnarf
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Fugsnarf wrote:
This is exactly my point. For my Megaman game for example, I need to lay down entire backgrounds going through an entire level of pieces that are consistently larger than even the largest size you can edit in the icon editor is. It'd be more than a hassle to lay down smaller pieces individually, when it's already annoying enough to lay down each giant piece individually throughout the entire level. A big truck that you need to lay down once at one spot is one thing. An entire background is another. I think your best bet for now is to use the old TILED_ICON_MAP. It lets you multitile these big backgrounds in the map-editor; because TILED_ICON_MAP creates actual turfs for each part of the big icon, you won't have the vanishing issue. We'll try to fix this in an upcoming release so it'll work properly in TOPDOWN_MAP. I agree that it is a glaring omission, but it's a bit tricky given the way we represent maps internally. |
I'm not sure big icons at any point were limitless in terms of how far the engine would go to look for them. The limits that went in on those I believe were there from the beginning IIRC.
Pixel offsets were another matter. For pixel offsets, we had the engine using the biggest pixel offset in existence to determine how far over it should look. After this turned out to be relatively crippling to Naruto GOA (due to some buggy projectile code I believe), that too was limited in the same way big icons are.
Given the above, I don't see how that's possible.
Lummox JR