Overlapping tiles
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- Josh
- Graphic designer
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Overlapping tiles
I know its currently not supported. But is it possible in future to have overlapping tiles, or is it not possible because of the game engine?
- Bearbear76
- Former Bearbear65
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Re: Overlapping tiles
I'm dummy
What do you mean exactly
What do you mean exactly
- Bearbear76
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- malsa
- Inhabitant of a Multiverse
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Re: Overlapping tiles
- Lobby
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Re: Overlapping tiles
It's not dependent on the engine but on the way we draw tiles. For performance reasons I don't use a depth buffer but draw tiles directly from back to front (also, it wouldn't be a good idea to mix zbuffer with transparent drawing). In this process tiles in front of others will overdraw them. I'm not sure why you would want tiles to overdraw tiles in front of them.
- CommanderABab
- AB
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Re: Overlapping tiles
What is fg animation Lobby?
- CommanderABab
- AB
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Re: Overlapping tiles
So it could be used like this?
Or how?
And what does fg stand for? Final gather?
Code: Select all
{"id":"ccab.an.b.8.agreen","type":"fg animation",
"author":"CommanderABab", "width":8,"height":8,
"frames":[ {"bmp":"16x16blue.png","w":512,
"target w":256,"target h":128,"handle x":-768,"handle y":529,"offset x":0,"offset y":0,"count":1}
]
},
...
"fg animation":[
{"id":"ccab.an.b.8.agreen"}
]
And what does fg stand for? Final gather?
- Lobby
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Re: Overlapping tiles
It has to be "animation fg", fg stands for foreground
In case you want to define for which frames which animation should be used you can define a frame animation fg indices array similar to that one for animation.
In case you want to define for which frames which animation should be used you can define a frame animation fg indices array similar to that one for animation.
- CommanderABab
- AB
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Re: Overlapping tiles
Thanks! I will experiment.