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  1. #1
    クールな男
    MasterSwordUltima's Avatar
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    Holy shit. 16 layers seems incredibly unnecessary, but that is great. Opacity and tinting I can see adding one or two more layers (FF4/5 underwater layers, or fog), making for a maximum of maybe 6 layers. I guess with different opacity layers you wouldn't need Alpha blending, as you could almost achieve the same effect.

  2. #2
    The Time-Loop Continues ZC Developer
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    Yeah I know, sound ridiculous at first right? The way I see it is this: With any combination of layer color and blending modes (and possibly opengl shaders) there are so many crazy things you could do with tilemaps that I figured why not? I actually did the math on this though -- each layer between 320 and 1280 tiles rendered * 16 layers = 5,000 - 20,000 tiles. On modern hardware I should be able to push at least 60,000 tiles no problem. Though all the layers don't have to be visible at the same, at least.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  3. #3
    Floormaster Imzogelmo's Avatar
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    when I first read it, my thought was that you may want to have "tile properties" be stackable and have 16 for that purpose. For instance, event triggers could be a "layer" (transparent but still a layer), warps could be a layer, etc. But I didn't consider the possibilities of tinting, partial opacitiy, etc. That makes it very interesting.

  4. #4
    Cor Blimey! CJC's Avatar
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    Quote Originally Posted by Imzogelmo View Post
    when I first read it, my thought was that you may want to have "tile properties" be stackable and have 16 for that purpose. For instance, event triggers could be a "layer" (transparent but still a layer), warps could be a layer, etc.
    I love this idea!

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