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:
The game i'm working on somewhat will look like this:
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) 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:
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:
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.
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.
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!
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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