User Tag List

Results 1 to 10 of 19

Thread: Increasing the alias count

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Here lies mero. Died by his own dumbassitude.
    Join Date
    May 2011
    Posts
    929
    Mentioned
    102 Post(s)
    Tagged
    2 Thread(s)
    vBActivity - Stats
    Points
    5,527
    Level
    23
    vBActivity - Bars
    Lv. Percent
    13.96%
    Fun fact, it's not just about system counts. Such as the combo alias editor being fucking awful.
    We need it so you dont need different combo alias for different csets on different layers etc.
    i would much rather use check boxes or something to select which csets are not changeable and which ones are.
    You could cut combo alias tree usuage by 1/2 to 1/4 alone doing that depending on tileset.

  2. #2
    The Timelord
    QDB Manager
    ZC Developer

    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,396
    Mentioned
    112 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    4,766
    Level
    21
    vBActivity - Bars
    Lv. Percent
    69.92%
    Quote Originally Posted by Tamamo View Post
    Fun fact, it's not just about system counts. Such as the combo alias editor being fucking awful.
    We need it so you dont need different combo alias for different csets on different layers etc.
    i would much rather use check boxes or something to select which csets are not changeable and which ones are.
    You could cut combo alias tree usuage by 1/2 to 1/4 alone doing that depending on tileset.
    Certainly, the editor itself has issues. Drawing the things to layers, and their general clunky handling, is why I don't bother with them. I can comprehend why someone thought that setting a default layer pattern for them would be good, but a new class of objects, grouped combos, might be better, aye. Hell, look at the editor. It doesn't even appear visually finished. Radio buttons and pulldowns with no context; huzzah.

    I mostly favour upping counts so that future exansion is easier; and adding some generic var arrays to classes, for the same reason. At least the combo class has expansion[6], which I believe is wholly unused. I was thinking of using one of those indices to define Expanded combo types, but some of the base types that I feel it would be good to define will need some additional properties, which means changing the class itself to accommodate them.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social