Fish obedience?

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Offline minmay

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Re: Fish obedience?
« Reply #15 on: July 25, 2009, 22:42:41 »
You could use custom objects to make it look like the fish are swimming behind stuff.

That could slow down screen rendering a lot, depending on how excessively it's done.

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Offline Pick Yer Poison

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Re: Fish obedience?
« Reply #16 on: July 25, 2009, 22:53:32 »
You could use custom objects to make it look like the fish are swimming behind stuff.
That could slow down screen rendering a lot, depending on how excessively it's done.
Not to mention a few other problems it could cause, including:
  • You'd be limited to 2 layers (4 and 5) instead of 3 (0, 1, and 2)
  • You'd have to make a lot of COs--one for each tile orientation
  • You've blocked off layers 4 and/or 5 (and in some cases 6 and 7) for placing regular COs

Re: Fish obedience?
« Reply #17 on: July 25, 2009, 23:12:14 »
You'd need 9 COs, 5 if you're creative, and you've blocked of layers 6 and 7, not 4 and 5.
Lurk more.

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Offline Pick Yer Poison

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Re: Fish obedience?
« Reply #18 on: July 26, 2009, 00:18:45 »
You'd need 9 COs, 5 if you're creative, and you've blocked of layers 6 and 7, not 4 and 5.
9 (or 5) COs per tileset, and you have blocked off layers 4 and 5, unless you want the tileset to be in front of juni.

Re: Fish obedience?
« Reply #19 on: July 26, 2009, 01:59:50 »
You could use custom objects to make it look like the fish are swimming behind stuff.
Lurk more.

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Offline Pick Yer Poison

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Re: Fish obedience?
« Reply #20 on: July 26, 2009, 02:57:31 »
You could use custom objects to make it look like the fish are swimming behind stuff.
My bad. You've only blocked off layer 5.