MadalinV Posted January 4, 2013 Author Share Posted January 4, 2013 can seamless maps be implemented in Eclipse Reborn?i changed the tiltle because Jowd lightened me :] Link to comment Share on other sites More sharing options...
Growlith1223 Posted January 4, 2013 Share Posted January 4, 2013 You mean the fade in and out?EDIT: my mistake, i was thinking of something else…In order to do that, you need to merge the maps into one giant client map from what i remember. i may be wrong on that though. Link to comment Share on other sites More sharing options...
MadalinV Posted January 4, 2013 Author Share Posted January 4, 2013 i mean like continous traveling, i don't know a better example….. like you go to another map, and in place of fading in/out, it would look like the two maps are combined Link to comment Share on other sites More sharing options...
Exception Posted January 4, 2013 Share Posted January 4, 2013 It's called seamless maps.In summary, you effectively handle it by having the client grab the map your players' on, and the surrounding 9 maps. You can then render the edges of the maps as you get near the edges, and when you transition over, you shift the cache of the adjacent maps to the new map, to represent their position (Or don't, but I feel that makes it more organised.), grab the three new surrounding maps, and repeat.There are several optimisation issues surrounding the way I've described it, so, I'll allow you to research and apply your knowledge to make it work. :] Link to comment Share on other sites More sharing options...
MadalinV Posted January 4, 2013 Author Share Posted January 4, 2013 > It's called seamless maps.> > In summary, you effectively handle it by having the client grab the map your players' on, and the surrounding 9 maps. You can then render the edges of the maps as you get near the edges, and when you transition over, you shift the cache of the adjacent maps to the new map, to represent their position (Or don't, but I feel that makes it more organised.), grab the three new surrounding maps, and repeat.> > There are several optimisation issues surrounding the way I've described it, so, I'll allow you to research and apply your knowledge to make it work. :]and can it be implemented in ER? Link to comment Share on other sites More sharing options...
Exception Posted January 4, 2013 Share Posted January 4, 2013 > and can it be implemented in ER?If you're asking, it's likely to be out of your current scope. Put it out of your mind for now, and focus on developing your coding skills with simpler things. :]Also, given that it took you one minute to read that, did you actually think on it, or give it a quick glance, and decided to completely ignore my advice? :} Link to comment Share on other sites More sharing options...
MadalinV Posted January 4, 2013 Author Share Posted January 4, 2013 > If you're asking, it's likely to be out of your current scope. Put it out of your mind for now, and focus on developing your coding skills with simpler things. :]i'm making the ideea, Lavos does the coding thing :]EDIT: i would need it for developing the game too, because i'm making resources, sprites and GUI changes, so i would need it from now. Link to comment Share on other sites More sharing options...
Wortel Angels Posted January 4, 2013 Share Posted January 4, 2013 If it can be implemented in EO 2.0 2.3 then in every other version tooNothing is impossible… if you know how ;-)But as i told you already coding is one oft the most needed stuff to make an game.. Link to comment Share on other sites More sharing options...
Anna Comnena Posted January 4, 2013 Share Posted January 4, 2013 A good mapper can make maps seamless anyway, and you should try to do that even when you have noticeable map edges and map switches. Aesthetically and design your maps should flow together seamlessly anyway, even if the technical side (tile/entity rendering and positioning) isn't or can't be in place. Link to comment Share on other sites More sharing options...
Zzbrandon Posted January 4, 2013 Share Posted January 4, 2013 My solution is making the max X and Y of a map not set to a limit so make a map like 500 by 500 there ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
DMF Posted January 4, 2013 Share Posted January 4, 2013 ya but not al engines can handle ur way XD… and + resources as trees... ur map explodes forever XD.but as exception said its catching the next map.how i look at it. and not 9 maps.a new map property.__: nothing its just to keep the posstion of the XX for the example. XX: the map in dat direction. CM: current map. then this be coded to catch map as you in geting close to the edge not on the edge.. and you have to enter this for all maps u would make. no idk how to code it. but i understand how it can work.____XXXX CM XX____XX Link to comment Share on other sites More sharing options...
MadalinV Posted January 4, 2013 Author Share Posted January 4, 2013 > ya but not al engines can handle ur way XD… and + resources as trees... ur map explodes forever XD.I don't use only tree resources ![](http://l.yimg.com/us.yimg.com/i/mesg/emoticons7/15.gif) Link to comment Share on other sites More sharing options...
Exception Posted January 4, 2013 Share Posted January 4, 2013 > My solution is making the max X and Y of a map not set to a limit so make a map like 500 by 500 there ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)That's clever, let's fling 500x500 maps as one massive packet repeatedly! ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/happy.png)> …ya but not al engines can handle ur way XD... and + resources as trees... ur map explodes forever XD...Hm, well, fundamentally speaking, the method is more or less exactly the same in terms of Mirage-derivatives.> …catching...Dearie me.> …and not 9 maps.Well, let's compare using the 4 adjacent maps and the current map, to the surrounding 8, and the current map. I'm standing near the corner of my current map. Ew, how fugly, there's a great black space in the corner! Link to comment Share on other sites More sharing options...
DMF Posted January 4, 2013 Share Posted January 4, 2013 gwt wat ur saying but lets say u go toward a corner so it will catch all 3 in dats side? currently i think chances of seamless maps being actualy explained instead of guessed at or talks. ppl should try showing ppl how . Link to comment Share on other sites More sharing options...
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