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Suggestion. Copying from the vlayer to the overlay.

#1 User is offline   StarbladeEnkai 

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Posted 25 August 2008 - 08:30 PM

I was trying to figure out how to copy from the vlayer to the board. Someone (Wyvern I think) helped me out. So he told me this, in quotes:

Quote

The command you're searching for is "set "spr#_vlayer" to 1". An oversight in the development means that there's not a similar way to link the sprite from the overlay, and it's still never been added.


My question is why don't they add a way to link the sprite from the overlay in future versions? It is a simple addition that will add much functionality to the game.
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#2 User is offline   Exophase 

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Posted 25 August 2008 - 08:54 PM

As the person who didn't add this feature I'll field this one.

Basically, I think that sprites being sourced from the visible area of the board is a bad way to go. Originally they could only be sourced from the non-overlay part, which is even worse, but there weren't really any other options. At least with this you can hide it with overlay, but with overlay you can't hide it at all, except by trying to keep it out of the player's reach, but this can be rather unnatural. I'd like to encourage people to define their sprites on the vlayer.

What would be better is a world format change that includes a default vlayer and a vlayer editor in the editor. Unfortunately modifying the world format opens up another can of worms.

I probably had way too much ideology in why I did or didn't add various features, the current dev team is free to go about it differently.
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#3 User is offline   StarbladeEnkai 

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Posted 25 August 2008 - 10:45 PM

That's a good point.

Now I just read your contribution to partial character sets. Is there a similar feature for partial palettes? If not, do you think it would be wise for the people who wish to modify the Megazeux game engine to make something like that?
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#4 User is offline   weasel 

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Posted 25 August 2008 - 10:49 PM

View PostStarbladeEnkai, on Aug 25 2008, 03:45 PM, said:

That's a good point.

Now I just read your contribution to partial character sets. Is there a similar feature for partial palettes? If not, do you think it would be wise for the people who wish to modify the Megazeux game engine to make something like that?

I'm not sure about native support, but it seems like partial palettes could be accomplished pretty easily through Robotic, by just using a plain-text format and then having a robot read through that and do a series of set color # to # # # commands based on the text file input. But then, I still have no idea how to do file access, so I could actually be very wrong here.
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