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Old 01-11-2008, 03:02 PM   #111
Dinonykos
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Default Re: Enhanced Walls II

Quote:
Originally Posted by manikus View Post
Though, I guess to be truly maximized, each wall slot would be 176x211 so that you could use the whole viewport...
I tried even that, but I remember that a width of more than 88 did not work for some walls, and the most distant walls always make problems because of the way they are handled (partly hard coded, I guess, even though you can switch between this 7 or 5 walls handling).
However, what is possible right now is okay with me.
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Old 01-11-2008, 04:19 PM   #112
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Default Re: Enhanced Walls II

I am more than happy with what we have now.

What I would really love to see is a system with 5 (or 7) distances of walls instead of 3. That would allow for a little bit more realistic movement. We'd need to have 5 or 7 frames for sprites, too. I'm pretty sure this will never happen, which I'm okay with. I am thinking about ways to give the illusion of side-walls extending all the way to the vanishing point. The mechanics aren't hard, it's just when and where to use it so that I don't mess things up.
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Old 01-11-2008, 11:05 PM   #113
SilentThief
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Default Re: Enhanced Walls II

I could never get my walls to look right, but I only used the normal wall type (other than the wall type I tried to make). I think it might be easier to do diagonals and odd walls thru backdrops (like draw an odd backdrop that has a "wall" drawn on it and a blank wall that is blocked (I can see it in my head... I wish I could draw so as to give an example, but I cannot))

Oh well. I plan on trying out my wall-type again eventually. Perhaps I should do a screenshot and see if someone else who knows the offset and coordinate relationships better could run with it, becuz the backdrop will "stretch" to fit, altho I couldn't get a wall to place or work.

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Old 01-12-2008, 12:28 AM   #114
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Default Re: Enhanced Walls II

There was a "bugger" around a while ago named Frank Sumatra that did a double-wide viewport and got the walls to work, so I know you can do it.
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Old 10-03-2010, 07:26 AM   #115
Dinonykos
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Default Re: Enhanced Walls II

I did it.

What did I? I made a template for diagonal walls. An example will follow soon.
However, it is quite complicated to handle them. I will probably use them for an arena, a big sailing ship and a spaceship...
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Old 10-03-2010, 07:05 PM   #116
Dinonykos
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Default Re: Enhanced Walls II

Here is the example.
I have not yet shaded the diagonal walls, I only wanted to test if they work as I hoped...

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Old 10-03-2010, 10:36 PM   #117
Paul Stevens
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Default Re: Enhanced Walls II

I don't know much about this business but what you
have done seems rather remarkable. I assume you
cannot step into the square containing the diagonal
wall.
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Old 10-04-2010, 04:49 AM   #118
Dinonykos
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Default Re: Enhanced Walls II

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I assume you
cannot step into the square containing the diagonal
wall.
That's an interesting point. Right now you can indeed not step into the square. But since DC reveals more than 50% of the square the party is standing on, it should also be possible to make a wall which allows stepping on the square with the diagonal wall.

But then, the most distant walls will probably become a problem...
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Old 10-04-2010, 04:06 PM   #119
manikus
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Default Re: Enhanced Walls II

That is awesome, Dinonykos!

Once again you have beat me to the punch. I have been working on a implementing "round" walls along the lines you use for your hut for the square viewport (all the straight-ons are done, it's the angled that are killing me. ) and to go with those a diagonal set, but only have the straight-on up close done...

An arena, a ship and a spaceship, you say? Will we see all 3 in Helmetlands? 8)

I haven't begun to worry about things like making it so the party can stand in the square, but I've got some ideas based off of what the Eye of the Beholder series did with their viewport.
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Old 10-04-2010, 06:41 PM   #120
Dinonykos
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Default Re: Enhanced Walls II

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Originally Posted by manikus View Post
An arena, a ship and a spaceship, you say? Will we see all 3 in Helmetlands? 8)
Arena: Quite sure in Helmetlands I (The Helmet Menace)
Spaceship: There will definitely be a spaceship in The Helmet Menace, but I am still not sure about the design. The one I showed here http://www.ironworksforum.com/forum/...aceship&page=3 does not make me completely happy, and the diagonal walls could be useful for the front of the ship.
Sailing Ship: Perhaps not in The Helmet Menace, but in Helmet Wars...
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