Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by potan

Hi everyone, I plan to make a point and click adventure game with Impact.
The game i'm working on somewhat will look like this:

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I have few questions about Impact Engine.<br />
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1. The way Impact handle image, does everything has to be a <strong>tile based system</strong> (for example 64x64, 128x128 image etc)? <br />
Also if it support a tile based, does it have to be a square tile ?<br />
My screenshot above is pretty much not a tile based style, it consist of 3 layer of large image, Background, Middleground & Foreground also the inventory menu always appear on the top of all layer. <br />
If everything has to be chopped off in smaller tile that sounds like a pain to do :P<br />
<br />
2. Is there some sort of event handling when player click/touch a certain object/hotspot, especially if the object has an arbitrary shape ?<br />
This is necessary for me to check if the player clicking on a hotspot, for example I hilite some hotspot part on the screenshot.<br />
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3. Is there a way to duplicate camera and make a "zoom-in" version of the current active camera ?<br />
If you see on the top left corner there is a duplicate of where the mouse/finger located,<br />
i make it this way especially for mobile user, this way you can still see what's under your finger.<br />
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I think that's all for now, i will post more question if i miss something later :P<br />
thanks a lot in advance.			</div>
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1 decade ago by Hareesun

This sounds like a pretty great idea, here's my take on it.

1) Impact, as far as I know, is square tiled library. However, there is a way around this. In the weltmeister, just set your tile-sheet to that of the whole level as one image. One of the games I'm working on at the moments have no repeated tiles in it's levels, so I'm going about it that way. To place the clickable elements I'd lay them down as entities above the middle layer. That way you can set properties for each one and move them about as you wish.

2) Again, as far as I know, Impact can only deal in rectangular bounding-boxes. But getting a click event has been discussed before. HERE

3) I think Flixel has just achieved something like this, so it's not unlikely that this could come to Impact. I'd consider it quite the CPU whore though. Also, I'm not trying to change your game or anything, but I can't quite see why that'd be useful? :)

1 decade ago by potan

Thanks Hareesun,

yeah detecting the hotspot/item is pretty much the most important thing right now since it's a point and click game :P
(so it will only use mouse/pointer control, also there will be a need to check if player clicking on the menu and inventory bar).

According to the link that you show me:
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- If i do this check collision thing with invisible pointer every frame, is it gonna be expensive to do (causing a lag) ?<br />
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- Also the rectangular bounding box/hotspot will be a bit of a problem, maybe i can break an abritrary shape into bunch of smaller rectangle, <br />
but that sounds like a painful way to do a "click/touch" check on an spesific object :P<br />
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about the "zoom-in" camera, that's actually just a gimmick that i thought pretty cool to have,<br />
because when you are searching a hotspot with your finger, you can't see what's under your finger (especially those with big finger), <br />
with a zoom in camera, you can see what's under your finger and position the pointer precisely (that crosshair is the point of touch).			</div>
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1 decade ago by MikeL

@potan. I created a utility for creating Bezier paths that uses an invisible pointer that clicks and hovers. Here is a link to the post which has links to an on-line version and the source code.

You can get an idea how the pointer thing works. It does not appear to cause a lag due to being CPU expensive. However you will notice that item positions do not always match the pointer exactly (as is the case in Weltmeister). According to one of the folks I was chatting with on the IRC, this becomes less apparent at higher frame rates. I don't think it will be a major issue, because I never noticed it in Weltmeister until Dominic pointed it out.

1 decade ago by potan

Thanks a lot MikeL,
that looks awesome, i'll check it out.

1 decade ago by bionur

Hi Hareesun,
You have talked about a possible solution to get a solid background instead of tile-based and i would like to implement it cuz the demo i am working on is based on solid background but i could not get the solution u offered, would appreciate if u could explain more thoroughly.
Thanks a lot!

1 decade ago by Hareesun

Sorry for the late reply Bionur, There's actually an example in the Drop source-code. Worth taking a look in there. The background for that game is one image, no reason you couldn't have that switch per-level. :)
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