ok On Wed, Jun 24, 2009 at 7:15 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > Well concerning camera, I don't believe that would be an issue with this > because I can make the ceiling very high to compensate for the angle. I'll > get a cheap outline to show you what I mean specifically in a few minutes. > (: > > > > On Wed, Jun 24, 2009 at 9:11 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> images would help yeah! >> >> from the sounds of it, cost isnt an issue but multiple levels stacked on >> top of eachother could be difficult to deal with because of camera concerns. >> >> There used to be a setting (that is broken now but could be fixed) in >> config.lua where basically if an object was inbetween you and the camera, >> the camera would pop to be in front of the object so the player is never >> obscured. >> >> If I fixed it we could just have that be the norm, and that would fix the >> problem of the player being on floor 1 while the camera is lookin at the >> player from floor 2. >> On Wed, Jun 24, 2009 at 7:02 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> With the current layout I have three separate floors for the temple. At >>> this time, the floor with the diamond path is connected to the basement, if >>> you stray from the path you'll fall directly into the basement. If you get >>> through, there is an elevator that takes you down to the basement. Should >>> the first floor/elevator be built on its own map, and script the player to >>> the next room via falling (in which case no matter where you fall you end up >>> in the same spot)/elevator, or should I include the basement along with the >>> same map, and partition the maze/ceiling trap/beast rooms into separate maps >>> in order to keep the cost down? >>> Images provided if necessary. >>> >> >> >