LAYERS

  • 20 Replies
  • 11389 Views
*

Offline Evil

  • 1112
  • 1
  • 1723
    • View Profile
LAYERS
« on: June 10, 2009, 00:24:36 »
Would it be possible to  make a ks mod with more than 7 layers? D:
I can't seem to get enough stuff in the screen ("quantity over q.." you know)

*

Offline LightningEagle

  • 242
  • 0
  • Who's the wacko, you say?
    • View Profile
Re: LAYERS
« Reply #1 on: June 10, 2009, 00:27:38 »
You could suggest it for KSA.
It would require both game and editor to be rebuild, though.  :/

Who knows.. maybe someone is willing to do it.

*

Offline Krumel

  • 33
  • 0
  • One can be dividided by Zero!
    • View Profile
Re: LAYERS
« Reply #2 on: June 10, 2009, 01:00:26 »
It's a great idea, with things like normal tiles in front of Juni, or with objects behind tiles,
Although it would make KSA levels completely incompatible with normal Knytt Stories.


*

Offline koromi

  • 51
  • 0
  • ▄▀▄▀▄▀▄▀▄▀▄▀▄▀
    • View Profile
    • livejournal
Re: LAYERS
« Reply #3 on: June 10, 2009, 01:08:23 »
you'd have to completely rebuild the way knytt stories stores and reads data in the map.bin. it's all in hexadecimal, which is 0-9 and a-f. if you wanted to put in more than 8, a different array of storing data would have to be used and currently hexadecimal is the best for an average between small size and lots of storage space. in short: yes but it'll be incompatible with regular knytt stories.
« Last Edit: September 11, 2009, 08:09:29 by koromi »

*

Offline LightningEagle

  • 242
  • 0
  • Who's the wacko, you say?
    • View Profile
Re: LAYERS
« Reply #4 on: June 10, 2009, 01:10:19 »
Although it would make KSA levels completely incompatible with normal Knytt Stories.

are they not that already?
I mean, if for instance the platform object was used to reach a key-point in a level it would most likely be unreachable in the original KS.

*

Offline koromi

  • 51
  • 0
  • ▄▀▄▀▄▀▄▀▄▀▄▀▄▀
    • View Profile
    • livejournal
Re: LAYERS
« Reply #5 on: June 10, 2009, 01:57:50 »
ksa levels are playable but ksa-exclusive objects do not show up.

Re: LAYERS
« Reply #6 on: June 10, 2009, 02:00:54 »
ksa levels are playable but ksa-exclusive objects do not show up.
Precisely. If you re-made the map.bin compilement, everything would end up scattered over the screen.. or crash.
Lurk more.

*

Offline AA

  • 510
  • 23
  • Was ITA84
    • View Profile
    • Insight on Videogames
Re: LAYERS
« Reply #7 on: June 10, 2009, 10:40:48 »
you'd have to completely rebuild the way knytt stories stores and reads data in the map.bin. it's all in hexadecimal, which is 0-9 and a-f. if you wanted to put in more than 8, a different array of storing data would have to be used and currently hexadecimal is the best for an average between small size and lots of storage space. in short, no.

It's not actually that different: for each room, layer information is read sequentially, therefore it would suffice to add more byte sequences for it to work. It would still make levels not loadable on the standard Knytt Stories, but there's no 'hard limit' like with tiles and tilesets. Of course it would also be possible to add other layers in a separate Map.bin.

But I don't think the number of layers in the standard game is very limiting; about putting tiles on layers over Juni, for example, you can already work around it by using Custom Objects (not very practical, but still not hard either).
Videogames are for everyone, by everyone

*

Offline LPChip

  • You can only truly help other people by allowing them to fail.
  • 3510
  • 138
  • Excel at the thing you're the best at!
    • View Profile
    • LPChip Interactive
Re: LAYERS
« Reply #8 on: June 10, 2009, 12:26:50 »
Not to mention that there might be performance loss by adding more layers.
on the left, above my avatar.

MODPlug Central Forum
"If I tried to kill you, I'd end up with a big fat hole through my laptop." - Chironex

*

Offline TechnoGeek

  • 238
  • 0
  • My new project, Notroid
    • View Profile
Re: LAYERS
« Reply #9 on: June 11, 2009, 15:56:51 »
and 8 is a nice, round binary number! 8 bits = 2 hexadecimal digits! :crazy: :nuts:
Spoiler: Technogeek's Signature (click to show/hide)

Re: LAYERS
« Reply #10 on: June 11, 2009, 16:20:36 »
I love powers of two \o/

2 4 8 16 32 64 128 256 512 1024 2048 4096 ... 65536

*

Offline Evil

  • 1112
  • 1
  • 1723
    • View Profile
Re: LAYERS
« Reply #11 on: June 12, 2009, 01:41:39 »
have over 10000000 layers will affect the load of the game?

i mean yoy're only using like 5...its not like its gonna load all those 100000000 other layers.

*

Offline TechnoGeek

  • 238
  • 0
  • My new project, Notroid
    • View Profile
Re: LAYERS
« Reply #12 on: June 12, 2009, 02:54:32 »
have over 10000000 layers will affect the load of the game?

i mean yoy're only using like 5...its not like its gonna load all those 100000000 other layers.
yes, because even though they're empty, it still has to store them as zero values.
and you mean...134217728 (227)
Spoiler: Technogeek's Signature (click to show/hide)

*

Offline Bored2death

  • 454
  • 0
  • My attempt at a Nurykabe Tiled room XD
    • View Profile
Re: LAYERS
« Reply #13 on: June 12, 2009, 05:58:15 »
 :whoa: WOW! Did you seriously ask that???
Spoiler: Achievements (click to show/hide)

*

Offline Evil

  • 1112
  • 1
  • 1723
    • View Profile
Re: LAYERS
« Reply #14 on: June 12, 2009, 12:58:19 »
:whoa: WOW! Did you seriously ask that???

meenie D:\