ID:260451
 
Icons bigger than 32*32 on the map editor although coded in as one object in the game, doesnt delete it all at once, so my proposal is to make that bigger icon delete all at once in the map maker.

The second thing, is to make it so icons bigger than 32*32 are supported in dream seeker, the same vars would be used for all the instances of that object on the map, so even if its a 96*32 and spans through 3 squares, it will have one set of vars that all 3 of those use, and therefor if you delete one of them, they all delete.

This might be a little trickier than i think it is, but it shouldnt be too hard, and would help me in creating my game.
Super Silly Stuart wrote:
Icons bigger than 32*32 on the map editor although coded in as one object in the game, doesnt delete it all at once, so my proposal is to make that bigger icon delete all at once in the map maker.

Click on the multi-tiled object in the object tree, and choose Add. That should give you a rectangle, then press Shift+Click.
Super Silly Stuart wrote:
Icons bigger than 32*32 on the map editor although coded in as one object in the game, doesnt delete it all at once, so my proposal is to make that bigger icon delete all at once in the map maker.

Objects in BYOND are still constrained to be 32×32, so when it is plopped down in the map editor as a "whole", it is actually constructed piece-by-piece. This is intended to be for your convenience, to prevent you from having to build it piece-by-piece yourself. The system still treats each tile of the object as individual.


The second thing, is to make it so icons bigger than 32*32 are supported in dream seeker, the same vars would be used for all the instances of that object on the map, so even if its a 96*32 and spans through 3 squares, it will have one set of vars that all 3 of those use, and therefor if you delete one of them, they all delete.

Two possibilities:

1) Use overlays with pixel_x/y offsets. This limits you to an object that is approximately 9x9, and the object will suddenly wink into existence when its centre appears on your screen.

2) Use Shadowdarke's BigAtoms library. This handles multi-tile objects and prevents winking into existence, but also prevents you from directly manipulating the variables of any multi-tiled object (you have to rely on the library's functions instead).


This might be a little trickier than i think it is, but it shouldnt be too hard, and would help me in creating my game.

Oh, it's very hard for BYOND to change this. BYOND is at its core a tile-based system. To make objects larger, it would have to completely abandon quite a bit of its current source code. ;-)

That said, it's a big enough and common enough problem that once Lummox JR feels a little more up to delving into the code, I'm sure it'll be implemented within a year or ten.
In response to Jtgibson
Jtgibson wrote:
or ten.

Definitely so.
Ah well. Maybe once 5.0 comes out. ^.^
In response to Kaiochao2536
I think you completely missed the point of the post <.<