Descriptive Problem Summary:
Pretty much, when I use an 'area', and give it a large sprite, it doesn't properly render on the map. At certain areas, when my mob is within the view point of the source's actual location.
For example, a ten-tiled sprite could be located at the x-coordinate of 1, and stretch all the way to 11. Regardless of the imagery, the atom would still be at one, so if I moved, it'd make the entire sprite blank.
Haven't tested, but this seems to only be the case for area atoms.
Numbered Steps to Reproduce Problem:
- Three Steps
* Create an 'area' atom, and grant it a large sprite file (my sprite 544 x 416).
* Load up a map, and place the area at any particular coordinate point,
* Run the game and move to the area. Once the source's location is out of range, despite the sprite previously covering a large radius, it will suddenly vanish.
Code Snippet (if applicable) to Reproduce Problem:
Expected Results:
The ability to see the sprite, so long as my character was within range of the image's dimensions.
Actual Results:
When I moved far enough, the sprite suddenly vanished.
Does the problem occur:
It occurs everytime without fail. But only has been tested with the atom variable.
This was tested on both the latest stable version, as well as the current beta.
ID:2219353
![]() Feb 28 2017, 8:54 pm
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![]() Feb 28 2017, 10:50 pm
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The code that handles big icons and tries to keep them in range really doesn't apply to areas. I kind of view this as more of a feature request, but it doesn't seem CPU-effective to handle areas in this way.
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