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Liquid Metal Slime
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Is there a limit to the tile layers used in a map? 
 PostWed Nov 27, 2013 10:02 pm
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I know in the game editor there is a limit on the amount of tile layers available to be used on a single map. And I know there is functions that can be used to write tiles on to a map. So what I was wondering is if code can be used to call on many many map tiles from different tilesets beyond the game engines tileset limitation?

If there is a limit please let me know. I could probably just test this out myself but thought I'd ask ahead of time in case anyone knew the answer off hand to save me some time.

The reason I want to find this out is so that I can create a non-traditional videogame map in which there is as little repetition in tiles as possible thus creating a more realistic playing space. Also if anyone knows of this being done or a simpler way to do this that would be great too.
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Liquid Metal King Slime
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 PostWed Nov 27, 2013 10:10 pm
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The limit of 8 layers is not just an editor limitation, that is also the most layers that are supported in-game. You can't exceed those limits with plotscripting.

Some games already do use multiple layers to simulate the appearance of being able to use multiple tilesets in what looks like a single layer.

(or did I misunderstand your question?)
Liquid Metal Slime
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 PostWed Nov 27, 2013 10:19 pm
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Bob the Hamster wrote:
The limit of 8 layers is not just an editor limitation, that is also the most layers that are supported in-game. You can't exceed those limits with plotscripting.

Some games already do use multiple layers to simulate the appearance of being able to use multiple tilesets in what looks like a single layer.

(or did I misunderstand your question?)


I think that answers my question. So just to confirm: Even if I were to plotscript tiles to be placed on a single map in my game I would still be limited to only 8 tilesets of my choosing?

If thats the case it's okay. I have many ideas for workarounds. I just wanted to know so I do not put a huge effort in to attempting something that turns out to be limited anyways.
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Metal King Slime
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 PostThu Nov 28, 2013 2:24 am
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I'm not sure exactly what you're trying to achieve, multiple layers/tilesets to enhance the overall appearance without being limited to a single tileset? If so, then you can do a whole lot with 8 layers (even though I'm one of those silly people who wish that there were more than 8 available) just be mixing and matching the right combination of stuff.

Also, what do you mean by "as little repetition in tiles as possible thus creating a more realistic playing space"? Like, you don't want to use the same grass tile more than once? If so, then I must say that that's a bit crazy (no offense. crazy is at times good, depending on how it's done). On the other hand, you could do a lot with even just two layers by combining them. You've got 160 tiles on the first layer, and 159 on all the rest. Even with just the first two layers, that's 25,440 combinations you can get for a grass tile (for example). Add another layer and that's over 4 million combinations. Granted, you'd pretty much have to write a script to populate the map for you.

Question is, and not to put a damper on your idea, but why would you want/need to do something like this?
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Metal King Slime
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 PostFri Nov 29, 2013 9:01 am
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I don't think it's crazy at all (it's all the RAGE in fact). There are two reasonable ways to achieve that: either use backdrops instead of tilesets, and display them on the map using slices, or use multiple maps and teleport from one map to another seemlessly so that it all appears to be one map. I recommend the first, it's probably much simpler and doesn't lead to problems with NPCs.
Liquid Metal Slime
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 PostFri Nov 29, 2013 9:03 pm
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TMC wrote:
I don't think it's crazy at all (it's all the RAGE in fact). There are two reasonable ways to achieve that: either use backdrops instead of tilesets, and display them on the map using slices, or use multiple maps and teleport from one map to another seemlessly so that it all appears to be one map. I recommend the first, it's probably much simpler and doesn't lead to problems with NPCs.


Thanks, I didn't think it was too crazy either. If anything it could be much faster than arranging tiles since I could just draw a map as one giant picture in photoshop and make sure it adheres to a grid. There are lots of games that use a technique like this anyways. And yes, I had the exact same teleporting idea but was trying to work out the NPC issues. So thanks for the slice idea. That sounds much more practical and simple enough to script I think. The best part is, by using this method I will reserve all the tilesets for use as animation, overhead tiles, and cool effects like that. Also I was just thinking, in certain map areas I could script the slices to move only a few pixels in reference to the characters movement and overlay tiles. This could create a pretty nice parallax effect! Time to experiment!
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