Submitted on 2013-01-15 18h11 by matthiaskrgr, last changed by matthiaskrgr.
Date: 2013-01-15 18h11
Big obstacles like bar counters are likely to cause z-ordering issues.
We should be able to fix this by splitting up the big obstacle into several
Date: 2013-10-08 14h37
On 01/15/2013 07:11 PM, Matthias Krüger - Roundup wrote:
> New submission from Matthias Krüger <email@example.com>:
> Big obstacles like bar counters are likely to cause z-ordering issues.
> We should be able to fix this by splitting up the big obstacle into several
> smaller ones.
I now remember why we did not yet do it.
There are, in my opinion, 3 main reasons:
1) It will be hard to place/move a big split obstacle in the
leveleditor, because our obstacle are not 'aligned' to floor tiles.
2) For the z-ordering issue to be fixed, the obstacle has to be split
on floor tile borders. But, our obstacles are not 'aligned' to floor
tiles. So a 'pre-split' part of a big obstacles could be on 2 floor
tiles, leading to a potential z-ordering issue.
3) We will still have issues with obstacles with holes (such as the
So, splitting big obstacles would help a bit, but will not solve the
issue, and will complicate level designers job...
> messages: 2400
> priority: important
> status: open
> title: fix z-ordering for big obstacles
> FreedroidRPG issues <firstname.lastname@example.org>
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Date: 2013-10-08 21h46
The idea was to basically have 3 (or whatever) seperate obstacles who are
"grouped" only for selecting, moving, deleting in the editor.
E.g. when you click on one of them, all 3 obstacles become selected and the
action is applied on all of them equally.
Basically make the editor interface treat a group of obstacles as single
obstacle, but make the game treat it as 3 seperate obstacles, like this:
http://bugs.freedroid.org/b/issue368 (note: I'll have to re-do the sketches)