walls in altitude / cubic shape

jonsilva

New member
hello
Is there any way to make walls in altitude leaving the lower part empty so that the player can walk under it...
this is an axample of the level...

exampl.gif



there this topic that says walls can be altered with script
http://www.chronocrash.com/forum/index.php?topic=675.msg21752#msg21752

but it doesnt seem to make what iam trying to do

 
While it is possible to modify walls on the fly with script, you can't put a hole in them. If you need more complex shapes, just stack several smaller ones together like puzzle blocks.

DC
 
yes my idea was to use several walls and leave some spaces between them...
But how do you put them in altitude... it seems it was never done before

it would be great if walls had the altitude option you could do all types of castlevania games... i have a previous level similliar to this one were ive used platforms... but its something i dont dare to do anymore
 
Not sure how this is a problem. A wall is a wall; it doesn't move. Altitude is irrelevant. Put it wherever you want and it stays there. Platforms can be treated the same way when you do want movement.

DC
 
its possible to use negative values for altitude...
if walls could have 2 values for altitude it could be very easy to set for example
(1ºaltitude+) 200 (2ºaltidude-) 100...
this would make the wall altitude 100 and leave a space of 100 under the wall...

its just one more altitude command equal to the one thats already there...
just one copy paste...
 
yes
but the level has a z of (z 2535 2605 290)
ive tested with an obstacle on top of the platform and it was showing in front of the player... its also very complicated the set the entities platforms in the right positions the panel image is very big... ive already started remaking the level
 
I understand it is complex to make platforms. I think you need to separate those platforms from the image into single entities with each frames. That way, you can make platforms on each of them. If you want to make the platforms float in air, in your level txt for the stage, you need to use a y axis for increasing the altitude. Something goes like this for example:

spawn board
coords 560 2605 70
at 0

That 70 is the y (altitude), so you can make it float above. Be careful with numbering its float position of the platform because 0 altitude will always have the same effect as without using the y in coords. You will always have to create platform on walkable entities (board, table, stone, etc.) if you want to make a platformer-like 3D scroll.

Platform on entities:
platform x y upperleft lowerleft upperright lowerright width/depth height

loop 1
offset 0 31
platform 0 31 -4 0 55 55 50 35
delay 4
frame data/chars/misc/plat/board.png
 
i did that way...
but in a platform level you can't move up or down or the other entities setlayer will show in front of the player...
I think openbor is still not very accurate for castlevania type of levels theres a lot of issues some with the panel image size / camera position and the player being stuck inside the walls or platforms when riding an elevator...
but you just have to make use of what you have... at the end of the day what will make a level good is the graphics, story, no bugs, time in it etc..
 
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