Wouldn’t it be helpful to add a sparkle effect to dropped items (the effect should be seeable even behind objects such as monster corpses and trees)
Also
Dave wrote:I know I don't have to tell you this, but you're a valued volunteer. Your forest tileset is looking great. About the trees in the forest, are you going to have tops on them that turn mostly transparent when you walk behind them? (hehe, forgive me if you've explained this a million times.. ) I'd like to request that you eventually add some cave entrance tiles. ..and boulders and rocks! ..anyhow, keep up the good work.
Is something like that possible? It would keep the trees and other objects from disrupting game play on the new server.
We could give draw the current player twice, once as normal and again with some transparency above the over layer. This could also be done for the current target monster to help keep track of them as well.
I imagine it should be simple enough to blend an alpha map onto the overlay layer where the player is. This should be just as simple yet provide the sort of 'see-through' effect that has been mentioned.
- Leeor
"Oh, no thanks. I ate a boulder on the way in." - Shrek
I imagine it should be simple enough to blend an alpha map onto the overlay layer where the player is. This should be just as simple yet provide the sort of 'see-through' effect that has been mentioned.
But that wouldn't help when the player is being covered by something on the object layer. Or a tall thing on the over layer.
The player sprite is not one graphics but a combination of several graphics (base sprite, clothes, hair) which are separately drawn over each other. When you would draw them again with half transparency you would see the parts which are supposed to be covered by the top sprites.
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Crush wrote:The player sprite is not one graphics but a combination of several graphics (base sprite, clothes, hair) which are separately drawn over each other. When you would draw them again with half transparency you would see the parts which are supposed to be covered by the top sprites.
The sprite could be drawn into a buffer and the buffer drawn twice. This would also reduce the total amount of drawing needed.
I think we need to revisit the sparkle effect idea, especially considering the frustration of not knowing whether an item such as a clover has dropped behind an object.
The current dev version of the client already solved this issue by drawing items transparent over obstructing map graphics.
A particle effect, on the other hand, would be obscured by map objects like the item graphic is obscured in the current client.
former Manasource Programmer
former TMW Pixel artist
NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.