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Messages - 3cats

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16
Yeah ... I guess maybe I'm making things needlessly complicated ...
I'll definitely think about using the solutions you suggested (thank you both !). I'm also still considering my '#3', because that could also be a convenient way of organizing things. It will depend on how complicated the scripts will need to be to make it all work...
I'll try your way, and my #3, and report back here when I have something more to say.   :)

17
Hey guys !

-IF- one were to create a 1st person adventure game (Rhem, Myst), with lots (100's) of locations, what do you think would be the best way to go about it ?
I was thinking : 1 world location (x,y on world map) = 1 scene ; the scene would contain different views (combination of : forward view, backward view, view to the left, view to the right, up, down) ... Suppose : 1 view = 400x300 px

1) combine the images in the scene editor : main layer contains all entities (1 entity / png view) + region entities for hotspots 'look left', 'right' , ...
   => use Scene.SkipTo(x,y) to show correct area of png on "LeftClick"
   => how expensive is empty area in main layer (size eg/ (400x4)x(300x3)) ??? 

2) combine the images in Gimp ; main layer contains 1 entity (for the 1 png) + region entities for hotspots 'look left', 'right' , ...
   => use Scene.SkipTo(x,y) to show correct area of png on "LeftClick"
   => size eg/ (400x4)x(300x3)

3) in scene editor : use 1 layer / png view + region entities for hotspots 'look left', 'right' , ...  => layerFW, layerBW, layerLeft, ...
   => use LayerToBeShownOnLeftClick.Active= true;  CurrentLayer.Active= false    : to switch between views
   => all layers are eg/ 400x300

4) no difference between the 3

Thanks for your input !  :)

PS-I was going to insert some images to try and clarify, but I can't get it to work  :-[ :-[ :-[

18
Anybody still have the source files ?
Thanks !

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