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Author Topic: Scene editor question  (Read 3692 times)

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VonDoom

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Scene editor question
« on: November 12, 2009, 05:54:53 PM »

 Hi, I was wondering if there is any way to make part of the background partially block a character without having to add that part as a separate sprite. I've been experimenting with regions but the actor disappears the second it steps on a region.

 I'm asking because in AGS you can select a part of the background so it blocks the character (specially useful when you walk through a door).
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Spellbreaker

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Re: Scene editor question
« Reply #1 on: November 12, 2009, 11:03:00 PM »

if you just want to block a char, simply create a region and mark it as blocked in sceneeditor.
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VonDoom

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Re: Scene editor question
« Reply #2 on: November 12, 2009, 11:58:02 PM »

I don't mean block in the sense of "stopping the character from entering that area" I mean it in the sense of "hide" the character behind that part. Would the region thing work that way?
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metamorphium

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Re: Scene editor question
« Reply #3 on: November 13, 2009, 12:48:24 PM »

there's a chapter in wme documentation as well as in my book dedicated to this:

http://res.dead-code.org/doku.php/wmebook:ch1_3
http://docs.dead-code.org/wme/inside_scenes_step3.html
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VonDoom

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Re: Scene editor question
« Reply #4 on: November 14, 2009, 12:04:03 AM »

Mmm, I see, I have to create a sprite entity to do that. Thanks for clarifying it.

I guess it makes sense not to include a tool like that. In AGS it worked because they only used lower resolutions but for WME, since it uses higher resolutions, it would be much more difficult to select the area.
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metamorphium

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Re: Scene editor question
« Reply #5 on: November 14, 2009, 03:32:20 AM »

the point is, that using this method, you can use semitransparent images. So the player doesn't necesarily have to be fully covered. He can eg. walk behind window or something and be partially visible. At the end of the day, this turns out to be quite fast method.
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Mnemonic

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Re: Scene editor question
« Reply #6 on: November 14, 2009, 01:02:23 PM »

The method ags is using is inherited from sierra games created in 1990s. Back then, every byte of memory counted. Nowadays we prefer ways that can be hardware accelerated, provide ways of using transparency, antialiased edges, can be easily recreated when using 3D rendered scenes etc.
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