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Author Topic: "portable" blocked regions and perhaps... walk_behind regions??  (Read 3424 times)

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fabiobasile

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"portable" blocked regions and perhaps... walk_behind regions??
« on: September 19, 2006, 04:45:23 AM »

I have put together this whole bunch of sprites representing, isometrically, walls and props from every direction. The great thing is that i can play with them pretty much like with Lego blocks, creatting all sorts of buildings and scenes the same way as a conventional "game level editor", the only problem is that in the end i have a LOT of pieces in the scene and this becomes a problem when i want to set the walk-behind regions and collision regions...

I thought that perhaps if there was a way to set up "local" regions directly on the sprites (for example in the code contained in the .scene file) i could just lay the pieces in the scene and then open the file in the notepad and do the same thing i did with "portable" collision regions with the actor and NPCs. Before i go ahead and do it is there actually a better way to handle this?
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Re: "portable" blocked regions and perhaps... walk_behind regions??
« Reply #1 on: September 20, 2006, 07:22:32 AM »

Nope, nothing like that. If your "tiles" are small enough, I'd recommend placing them into scene as free entities (create a sprite for each wall piece and move the hot-spot to the bottom-center part of the tile). That way the z-sorting will work. Then just lay blocked regions along the walls and throw in some waypoints around them.
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