Full Image Overlay

Hey everyone, I've been trying (I Know you guys probably are going to mention bandwidth issues etc.) to use like a 1024x1024gif or png per level, which is basically exactly how i want it to look, and then use tiles underneath for collision etc. However this makes it impossible to link various levels to where they work with the map feature etc. and also cause this.

Person tries to interact with NPC, but because the level is seen as one giant {dontblock}{drawunderneathplayer} npc, the scripts don't work. Aka my little shrub (acts like a normal bush but diff graphics) can't be picked up unless I delete the huge image i have as an overlay. Is there any way around this problem? I tried making a new tileset, but placing tile by tile is pointless, and I'd need one tileset per level. I don't want to hear why this is a bad idea, just solutions. Thanks ;D

Re: Full Image Overlay

Nevermind I got it. In case anyone else wishes to do the same, you can't have the image loaded in the editor, it'll F-up every other NPC you got goin on, and some other buggy crap. Instead make a blank NPC with something like this:
if (playerenters) {
showimg 0,Your_overlay_picture.gif,x,y;
drawunderplayer;
dontblock;
changeimgvis 0,0;
}

What this does is instantly load and show the image on top of everything else, the drawunderplayer/dontblock part's just make it so it doesn't get in the way, and the changeimgvis 0,0; makes the image 0 (our picture) on layer 0, or in other words underneath everything else. :wink:

Re: Full Image Overlay

Only problem now would be if the png//gif image is over 64kb. Then the player cannot download it from the gserver.

A tileset would be a bit more efficient, as it can be easily split up and using a code to replace it all like on Sentinel. This will be more efficient and save the trouble of making many many many imagers per level.

Re: Full Image Overlay

That's true. But tilesets are SO hard to use, cause u gotta do it one tile at a time. Is there any other way?

Re: Full Image Overlay

lol I actually thought of doing that too. You can make cooler stuff faster using background pictures. Also if you just have it change the players zoom if there X or Y crosses a line like X in |23,36| changeimgzoom 1,1.25; you can make it look like there moving farther or closer to the camera. Though this would require you rescript the player image, like a bomy.