With the introduction of diagonal movement, a few things have crept in:
1) The players' sprites are not always being correctly drawn when moving sideways and close to a Layer3. Specifically, a solitary tree with trunk on Layer1 or Layer2 and its treetop on Layer3 will not always draw the player "on top of" or "underneith" the layers, depending on the direction of travel. This does not affect gameplay at all, but is rather a visual artifact that is still being worked on.
2) Obstacle-avoidance: some locations (ie "camp.map") have specific events that can be avoided (and shouldn't be) if you walk close to a zone (but not directly onto it) and move across the area in a diagonal direction. Scripted battles, for example, can be passed as the Zones are never triggered. This zone-avoidance (and possible obstacle-avoidance) has not been properly addressed.
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I just fixed #2. You can no longer avoid zones by moving diagonally, nor can you move between active entities.
Can you give me an example how I can reproduce #1?
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The drawing problem is only in maps which have not been changed for diagonal movement. It happens when there is a tile on the map which should be in the layer above the sprites, but is not because it has an obstruction, which meant that no sprite could overlap that tile. I don't think it's really possible to fix this in C, because it would mean that sprites could not move diagonally along a wall like this:
\ #\ ##\ They would have to maintain a bigger distance which would put them exactly in between tiles.
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"It happens when there is a tile on the map which should
be in the layer above the sprites, but is not..."
Which map? Where on that map?
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An example are the trees: The tree trunk should be above sprites, behind the tree, but is not wehn one moves diagonally from behind the tree to it's left or right. It's not very visible, however. At the edges of the southern wall of caves it's more obvious, but I think those are fixed by now.