[17:47:50] <%CJC> My original idea was to have each layer be able to function as either a combo layer or a display layer, unlike the hard-coded system it currently uses
[17:48:13] <+Majora> see things like that ... I dunno
[17:48:15] <%CJC> Each layer would have a 'z-position' height, that, if exceeded by another resource on the screen, would force it to draw beneath and ignore its combo properties
[17:48:26] <+Majora> I much prefer every aspect be applied to the pieces of the puzzle themselves
[17:48:34] <+Majora> in this case, a setting on individual combos for that
[17:48:49] <%CJC> ...That's...
[17:48:50] <%CJC> Brilliant
[17:48:53] <+Majora> "attributes active on Layer (checkboxes)"
[17:48:56] <+Majora> it allows for much more flexibility
[17:49:16] <%CJC> What about forcing Link to change layers?
[17:49:36] <%CJC> Like when he jumps, or goes up a ramp?
[17:50:13] <+Marisa> Actually I lied, 3.0 will be a Zelda minecraft mod lel
[17:50:35] <+Majora> unless you get a whole team of codemonkeys on this, making layers interact with link might be a suicide mission
[17:51:03] <+Majora> I mean truly interact beyond damage combos on layers 1/2 or tiles being drawn over/under him.
[17:51:11] <+Majora> pushblocks on layer five!
[17:51:26] <+Majora> because the room has non-warp stairs/different levels!
[17:51:40] <%CJC> Yeah, that's what I was going for
[17:51:53] <+Majora> no more using duplicate screens to simulate over/under bridges!
[17:52:06] <+Majora> because link is literall walking on layer 3!
[17:52:18] <+Marisa> Dunno about you guys, but I'd like to see true multi layer rooms like in LttP...
[17:52:40] <+Majora> layer transition horizontal/vertical/4-way combos!
[17:52:50] <+Marisa> Like where Link could be walking under a bridge and an enemy could be walking over it at the same time
[17:52:50] <+Majora> if link is walking from left to right/right to left, he either goes up or down a layer
[17:53:00] <+Majora> and not hit link when their XY coincide
[17:53:05] <+Majora> because their Zs are different
[17:53:07] <+Marisa> yeh
[17:53:22] <%CJC> My idea was that Link would have a set 'z-height', making him approximately as tall as Layer 2, and that if his minimum z-height was greater than the layer's minimum z-height, he would be considered 'on that layer' for the purpose of combo function
[17:53:51] <%CJC> Each combo would be considered 'one layer' tall, meaning you'd have to 'cake' mountains with multiple layers to make them have a higher physical position on the screen.
[17:53:58] <+Majora> it would probably be easier to just use a pseudo-3D engine
[17:54:15] <+Majora> instead of half-assing 3D with a 2D engine
[17:54:40] <%CJC> I suppose trying to make it work with the current assumptions of ZC is moot, since it's a tear-down anyway.
[17:54:42] <%CJC> You're right, Majora
[17:56:00] <%CJC> Though technically... you COULD achieve this if you wrote a script that caused automatic tile-warps to another screen when Link reaches certain z-heights. ...Wow, that is insanely complicated!
[17:56:52] * CJC is now known as CJC|BRB