can tiles be elevated / lowered?

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Diarmuid
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Re: can tiles be elevated / lowered?

Post by Diarmuid »

Isaac is posting something too, meanwhile I did some quick tests.

It's possible to consistenty move in an elevated or lowered position, but it involves some fancy spawning and destroying of stairs.

Basically, on each OnMove you have to
- spawn an opposite facing stair 2 squares in front of the party (to lift the square ahead)
- destroy the previous one 1 square in the front (or it blocks movement)
- spawn a same facing stair 1 square behind (to lift the current square or else the above line brings back the party down)

Example (crude) code:

Code: Select all

onMove = function(party, direction)
	if direction == 0 then
		if testStairs then testStairs:destroy() end
		if testStairs2 then testStairs2:destroy() end
		spawn("md_invisible_stairs_up", 1, party.x, party.y - 2, 2, "testStairs");
		spawn("md_invisible_stairs_up", 1, party.x, party.y + 1, 0, "testStairs2");
	end
end
and video:

Image

(md_invisible_stairs_up courtesy of mahric)

if the first stair is already placed at a fixed position instead of being directly swpawned, you get a smooth transition.
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Isaac
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Re: can tiles be elevated / lowered?

Post by Isaac »

It's a lot more than I first intended to make; but this was a fun experiment.

It's unpolished, and the scripts are dicey; but it shows the concept of an elevator.
https://docs.google.com/file/d/0B2XjRUI ... 9tblF3SkU/ << Exported example level.

https://docs.google.com/file/d/0B2XjRUI ... 9wdWtuU2M/ << Project file.

Image

** As I mentioned earlier, this is a nice effect when used with custom ½ stairs, but when used as an elevator, the transition is instant rather than gradual. You could make an animated elevator, but the party would fall through it on the way down, and precede it on the way up. Also it doesn't affect the default monsters; (they float at the default height of the floor). To use this effect in a populated area of the map would require custom entities intended only for that area/elevation ~lotta work.
Last edited by Isaac on Sun Oct 20, 2013 12:06 am, edited 3 times in total.
bongobeat
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Re: can tiles be elevated / lowered?

Post by bongobeat »

Wow :shock:
you guys are amazing!
That give completely new possibility in the same level!
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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Dr.Disaster
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Re: can tiles be elevated / lowered?

Post by Dr.Disaster »

even if unpolished: wow :o
I was only thinking about some over/under stuff, tricky secrets, top-down-view/solve-riddles and such which was the base of my thought and you pretty much bring a solution!

By looking thru Komag's MQ source i'm aware that monsters are restricted to default height. For a populated multistory room one would need to have one monster definition per floor but after that .. party all over!
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Diarmuid
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Re: can tiles be elevated / lowered?

Post by Diarmuid »

I have a crazy idea, but I need an hour of two of coding tonight. More later... ;)
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Diarmuid
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Re: can tiles be elevated / lowered?

Post by Diarmuid »

Aaaaaaaand there you go, Frobozz Magic Grimrock Elevators:

Image

:mrgreen:
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Dr.Disaster
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Re: can tiles be elevated / lowered?

Post by Dr.Disaster »

This is awesome! You even made a stomper too! 8-)
Now this enables some real wicked stuff on one map :twisted:
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Eleven Warrior
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Re: can tiles be elevated / lowered?

Post by Eleven Warrior »

WOW Isaac. That is Amazing work there good Job, awesome..
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Komag
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Re: can tiles be elevated / lowered?

Post by Komag »

:o :o :o
Finished Dungeons - complete mods to play
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Isaac
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Re: can tiles be elevated / lowered?

Post by Isaac »

Eleven Warrior wrote:WOW Isaac. That is Amazing work there good Job, awesome..
Thank you. 8-)
* But Diarmuid's idea really pushes the bar; absolutely fantastic idea. We should integrate this into central hub of the ORRR2, and make it available tech for traps and stairway replacements throughout the dungeon. There is one particular multi-floor shaft in there that is simply perfect for an elevator, and could provide an unusual ride ~though it might have to stop on every real (as opposed to faked) level of the complex.
Diarmuid wrote:Aaaaaaaand there you go, Frobozz Magic Grimrock Elevators:

Image

:mrgreen:
Awesome work. Image
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