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 The z-space problem of displaying sprites
#28
DEMO DESIGN TIME!!!!

The instructions are about as complete as I can write them... before my brain goes to mush.

[Image: attachment.php?aid=1778]

Yes, one can make maps that take extra-wide graphics into account, though the 'walls' of tilesets do need to be updated in regards to their 'Priority' flags, the same 1-5 flags that tree tile resources (as an example) typically have applied.  Otherwise, you will see clipping as the wings (above) would otherwise show through.. 

However, having a  [Image: star.gif]1 Priority on the bottom wall tiles and[Image: star.gif]2 priority for the upper wall tiles works beautifully as you can see.

I intend to have more than one demo, one of the bare system itself while others showing off its use with Multislots and at least one party-following system.  I haven't decided which... it works with three.

Decisions....  Decisions...


Attached Files
.png   Walls.png (Size: 15.75 KB / Downloads: 10)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
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[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

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Messages In This Thread
RE: The z-space problem of displaying sprites - by DerVVulfman - 03-03-2023, 08:27 PM

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