- This topic has 7 replies, 2 voices, and was last updated 2 years, 7 months ago by Marby.
-
AuthorPosts
-
February 13, 2022 at 2:26 pm #56892MarbyModerator
Unfortunately, the design limitations are not only because of passability. Also our disability to assign tiles manually to layers makes certain things impossible. Have a look at the following screenshot. Normally, treetops are located above the actors’ heads. However, in this case the treetop must be located below the bridge. I tried to improve the illusion the hero stands on a bridge that way. Unfortunately, there is no other chance, but to delete the treetop. This is just because I cannot place the treetop manually below the hero. So you see: There indeed is no other way, but to delete it. Otherwise, my game will look weird. What a shame!
February 14, 2022 at 7:08 am #56936deWiTTERSKeymasterI added a new feature card for this: https://trello.com/c/5h1uf9yO
But remark that layers in RPG Playground are different than in RPG Maker. Because I use some kind of autolayering, a single tree for example is split onto 5 different layers.
February 14, 2022 at 5:26 pm #56972MarbyModeratorIn RPG Maker 2003 you can access only two layers for the tiles (below the hero and above the hero). But if you use the picture feature of RPG Maker 2003, you’ll notice, that there are a lot more layers (e. g. the parallax layer, a layer above and below weather effects and so on). However, you only can use them by placing or moving a picture, but not with the normal tiles.
It would be fantastic, if the RPG Playground’s designer would give us both – an autolayering for the most design tasks, but also full manual control, wherever we need this. For this I guess we need some kind of tag to deactivate autolayering for just some tiles. I also had a look at the designers of the newer Makers. If you really implement full layer access, RPG Playground’s designer (regarding layers) would be more powerful than the Makers.
Btw.: The RPG Playground’s designer is already more powerful than the makers, because of its autolayer feature. I pretty much like the autolayer feature. Only in a few cases we have issues like the one I explained here.
February 18, 2022 at 6:59 am #57270deWiTTERSKeymasterYes, for some things we need finegraned control indeed. The difficult part will be to make this user friendly. But I guess since you only need it in specific circumstances, it might be a bit less user friendly and more technical.
February 20, 2022 at 12:14 pm #57401MarbyModeratorThere are also design limitations regarding actors:
As a next idea for my game I would like some trees to burn. Currently, there are two issues why this is not possible yet. On the one hand we cannot control on which layer actors are in order to bring them to the foreground (same problem like above but this time with actors) and on the other we cannot make actors passable.February 20, 2022 at 12:25 pm #57403MarbyModeratorWith RPG Maker I just would solve this by using the picture feature. The burning flames are actually animated pictures. In RPG Maker we can define such an animated picture and place it to a specific position and layer on our level. Another benefit of this would be that we can place our pictures not even on the layer we want but also pixel accurate. Could we have such a picture feature for RPG Playground too? I know its planned to have a particel system soon, but I guess this is something different. I think we should have both, because the picture feature is useful in different situations too.
February 20, 2022 at 12:35 pm #57408deWiTTERSKeymasterThe burning trees seems to be better solved with particles. That one is on the roadmap at https://trello.com/c/b4t2sxsp
February 20, 2022 at 12:45 pm #57409MarbyModeratorOkay, I’ll wait for the particle system. I know some other use cases for pictures, but there possibly will be also other ways to realizes them without a picture feature. If I have the next one, I will let you know. 🙂
-
AuthorPosts
- The forum ‘General’ is closed to new topics and replies.