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#1 2015-10-03 17:13:51

oxidizer
Member
From: Underground
Joined: 2015-02-15
Posts: 210

morphable

i just realized why aint the clouds morphable, that would save space..


2.0

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#2 2015-10-03 17:26:27

Kirby
Member
Joined: 2015-04-04
Posts: 4,305

Re: morphable

fog too

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#3 2015-10-03 17:32:59, last edited by oxidizer (2015-10-03 17:39:14)

oxidizer
Member
From: Underground
Joined: 2015-02-15
Posts: 210

Re: morphable

also pipes, so it well only be 2 blocks but they can be morphable and add more pipe pieces like 4 way pipe and corner.


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#4 2015-10-04 17:23:13

zioxei
Member
Joined: 2015-06-20
Posts: 847

Re: morphable

Grass or snow decors could be morphable too.


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#5 2015-10-04 17:34:21

Nou
Member
Joined: 2015-02-24
Posts: 2,762

Re: morphable

The issue is that, if we turn things morphable now, everything will be on morph 1 by default, so it'd ruin a ton of levels.

The alternative is running a bot to change all relevant blocks in all worlds into their proper morphs, but this takes a long time and isn't particularly safe.


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#6 2015-10-04 18:58:36

Krosis
Formerly Arkonagames
Joined: 2015-06-17
Posts: 2,279
Website

Re: morphable

Nou wrote:

The issue is that, if we turn things morphable now, everything will be on morph 1 by default, so it'd ruin a ton of levels.

The alternative is running a bot to change all relevant blocks in all worlds into their proper morphs, but this takes a long time and isn't particularly safe.

or it could be different id as they are, and just put the morph thing without have to transform the morphables in meta-ids


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#7 2015-10-04 22:55:34

Era
Member
From: ::1
Joined: 2015-05-06
Posts: 884

Re: morphable

Nou wrote:

The issue is that, if we turn things morphable now, everything will be on morph 1 by default, so it'd ruin a ton of levels.
The alternative is running a bot to change all relevant blocks in all worlds into their proper morphs, but this takes a long time and isn't particularly safe.

Not neccesarily true.
if pipes have 2 id's you can have the first id translate into firstid:0 on first worldload and the second id into firstid:1
i really don't see a problem here

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#8 2015-10-04 23:35:35, last edited by AlphaJon (2015-10-04 23:36:28)

AlphaJon
Member
From: Who knows
Joined: 2015-07-21
Posts: 1,297

Re: morphable

Era wrote:

Not neccesarily true.
if pipes have 2 id's you can have the first id translate into firstid:0 on first worldload and the second id into firstid:1
i really don't see a problem here

They would have to modify all levels containing them, which isn't reliable.

Why not make it so they show up in the UI like morphable, while being actually regular blocks? You would have to click several times in the bar to cycle through the different blocks, instead of placing the same block several times

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#9 2015-10-05 11:37:47

Era
Member
From: ::1
Joined: 2015-05-06
Posts: 884

Re: morphable

Jonathan1003 wrote:

They would have to modify all levels containing them, which isn't reliable.

And why exactly... it doesn't matter whter it sais id1,id2 in the db
if you change it on worldload it'd work... theres no nee to crawl through the whole database now.

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#10 2015-10-05 11:47:24

AlphaJon
Member
From: Who knows
Joined: 2015-07-21
Posts: 1,297

Re: morphable

Era wrote:

And why exactly... it doesn't matter whter it sais id1,id2 in the db

morphables have 2ids: the block ID and the morphable ID, turning a block into a morphable one means you have to turn an ID into 2 new ones, which also means shifting all the bytes after the 1st to-become-morphable block, one mistake and the worlds become corrupt.

Era wrote:

if you change it on worldload it'd work... theres no nee to crawl through the whole database now.

The check would be done several times on the same world (every time it is loaded), which isn't particularly efficient, otherwise why not

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