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Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.12.1) from Google, F-Droid, our server, or itch.io
Minor display order on a map
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- Posts: 19
- Joined: Sat Nov 05, 2011 4:15 am
- android_version: 2.3 - Gingerbread
Minor display order on a map
One of the skeletons in the bits and pieces quest:
Location:
Appears in the foreground in comparison to monsters and the player, I'm assuming it's supposed to be lying on the ground - and that characters and monsters are meant to be rendered above it.
Location:
Lvl: 120, XP: 31,872,879, Gold: 1,000,257, RoLS: 0, ElyR: 0, RoL: 0, ChaR: 5, GoLF: 0, ShaF: 0
HP: 258, AC: 325%, AD: 74-78, AP: 3, CC: 33%, CM: 2.0, BC: 118%, DR: 4
Restore on kill:1-3(Items) + 4(Corpse Eater) Fear (20% chance)
HP: 258, AC: 325%, AD: 74-78, AP: 3, CC: 33%, CM: 2.0, BC: 118%, DR: 4
Restore on kill:1-3(Items) + 4(Corpse Eater) Fear (20% chance)
- nyktos
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- Joined: Wed Sep 14, 2011 5:38 pm
- android_version: 7.1 - Nougat
- Location: Nor City, Dhayavar
Re: Minor display order on a map
yeah, there are a handful of these little map issues...
bushes, rocks, trees - sometimes get put into the wrong layer.
nice catch!

bushes, rocks, trees - sometimes get put into the wrong layer.

nice catch!

"Embrace the Shadow"

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
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- VIP
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- android_version: 6.0 - Marshmallow
- Location: Fire Nation HQ
Re: Minor display order on a map
Good catch! Thanks for the report! This will be easy to fix.TheFSM wrote:One of the skeletons in the bits and pieces quest:
Location:Appears in the foreground in comparison to monsters and the player, I'm assuming it's supposed to be lying on the ground - and that characters and monsters are meant to be rendered above it.
Happy hunting!

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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
---------------------------------------------------------------------------------------
Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
---------------------------------------------------------------------------------------
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- Posts: 462
- Joined: Sun Jun 03, 2012 2:20 am
- android_version: 3.0
- Location: In the dark.
Re: Minor display order on a map
In fall haven there are two rocks that are side by side, and they are to the south of the fallhaven tavern. However, to my surprise, I could walk right over the rock on the left.
Hey guys, I'm back.
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- VIP
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- android_version: 6.0 - Marshmallow
- Location: Fire Nation HQ
Re: Minor display order on a map
Great find! Thank you for reporting that.Wyrmspawn wrote:In fall haven there are two rocks that are side by side, and they are to the south of the fallhaven tavern. However, to my surprise, I could walk right over the rock on the left.
Happy hunting!

---------------------------------------------------------------------------------------
Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
---------------------------------------------------------------------------------------
Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
---------------------------------------------------------------------------------------
- nyktos
- VIP
- Posts: 3463
- Joined: Wed Sep 14, 2011 5:38 pm
- android_version: 7.1 - Nougat
- Location: Nor City, Dhayavar
Re: Minor display order on a map
i think that was part of the "wider walkways" update...
since so many people complained about getting stuck behind NPCs.
[the two rocks where one is walkable & the other is not]
since so many people complained about getting stuck behind NPCs.
[the two rocks where one is walkable & the other is not]
"Embrace the Shadow"

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
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- VIP
- Posts: 6435
- Joined: Sat Jun 25, 2011 1:00 am
- android_version: 6.0 - Marshmallow
- Location: Fire Nation HQ
Re: Minor display order on a map
that makes sence. Maybe we could take that rock out all together.nyktos wrote:i think that was part of the "wider walkways" update...
since so many people complained about getting stuck behind NPCs.
[the two rocks where one is walkable & the other is not]
---------------------------------------------------------------------------------------
Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
---------------------------------------------------------------------------------------
Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
---------------------------------------------------------------------------------------
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- Captain Awesome
- Posts: 368
- Joined: Sat Jan 29, 2011 8:51 am
- android_version: 2.3 - Gingerbread
- Location: Stockholm, Sweden
Re: Minor display order on a map
Ouch, that's a tough one to actually fix! Well spotted though, TheFSM!TheFSM wrote:One of the skeletons in the bits and pieces quest:
Appears in the foreground in comparison to monsters and the player, I'm assuming it's supposed to be lying on the ground - and that characters and monsters are meant to be rendered above it.
The thing is, that we currently only have three layers of all maps that are displayed, the "ground", "objects" and "above" layers. The layers called "ground" and "objects" are rendered below all actors, and "above" is rendered after the actor sprites have been applied. The tile that you are referring to has things that are expected to be shown below the player sprite; the brown background (in layer "ground"), the mattress (in layer "objects", partially transparent) and the skeleton (in layer "above" currently). Since the skeleton is in the "above" layer, it is displayed after the player sprite has been rendered, making it appear hovering above the player.
The reason for only using three layers is that we get absolutely stunning performance this way, and we won't have to keep as much stuff in memory while displaying a map. What we usually do is cheat and create an object tile that is not transparent, and place that in the "ground" layer. In this case, maybe we could place make a tile for the mattress that is not transparent, and place the skeleton in the "objects" layer.
We'll have to give this some thought. Well spotted though, TheFSM!
/Oskar