Ambrosia Garden Archive
    • An idea on town construction for review...


      Hi. I had an idea on creating a town for coldstone. I'm using large prerendered images for stamps for creating my town, and I realized that if I have ten peasant homes that the player could explore it would require ten interior homes, or (this is my theory) I could create one interior home and use globals to add and remove the various npc's. The only problem I see is getting the game to teleport you back to the right coordinates.

      Alternately I could just reuse the same image ten times, but that would hog a fair bit of memory.

      Anyways this is just an idea I had while working on creating my graphics. All comments and criticisms are welcome. Plus if anyone understands globals enough to point out if this is actually a feasible option please let me know.

      Thank you everyone for all your valuable assistance since I joined the webboard.

      Pedrith 🙂

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    • Quote

      Originally posted by Pedrith:
      **Hi. I had an idea on creating a town for coldstone. I'm using large prerendered images for stamps for creating my town, and I realized that if I have ten peasant homes that the player could explore it would require ten interior homes, or (this is my theory) I could create one interior home and use globals to add and remove the various npc's. The only problem I see is getting the game to teleport you back to the right coordinates.

      Alternately I could just reuse the same image ten times, but that would hog a fair bit of memory.

      Anyways this is just an idea I had while working on creating my graphics. All comments and criticisms are welcome. Plus if anyone understands globals enough to point out if this is actually a feasible option please let me know.

      Thank you everyone for all your valuable assistance since I joined the webboard.

      Pedrith 🙂

      **

      What I did for my game was I created the insides of the home as a layer and placed a stamp of the roof on top of the house. when the player gets close enough to the door the roof stamp is removed and you can see the insides of the peasant house, when the player walks out of the peasant house the roof image is placed again over the insides of the house. I also used a global that was set to 0 when the roof was removed and set it to 1 when the roof was over the insides. This works nicely because it doesn't take up much memory and the roof also hides NPCs that are under it.

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      Thanks,
      GrahamVH
      graham@warcraftcentral.com
      Coldstone Developer (url="http://"http://www.warcraftcentral.net/legends/main.html")http://www.warcraftc...gends/main.html(/url)

    • Well, you could use a global and set it to number from one to ten (for example). And then you change it with the event to teleport the player into the house, and then use a conditional when teleporting the player back.

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      (This message has been edited by bmac (edited 08-04-2003).)

    • Quote

      Originally posted by Pedrith:
      I could create one interior home and use globals to add and remove the various npc's. The only problem I see is getting the game to teleport you back to the right coordinates.

      This should be easy and also work seemlessly. Each doorstep tile calls a different event.

      Doorstep #1 -> teleport to interior, map position inside door, stamp control for objects not fixed, NPC control for inhabitants, set gb_housecall = 1. Same for each other door. Doorstep #5 sets gb_housecall = 5, etc.

      Interior door sill calls event -> teleport to town, if gb_housecall = 1 then map position x1, y1. If gb_housecall = 2 then map position x2, y2. And so on down the line. After teleport back change gb_housecall = 0.

      You can change the furniture, characters, etc. in each one. Saves a lot of building costs.

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    • Thanks everyone for your useful suggestions and ideas.

      Pedrith

      🙂

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    • Quote

      Originally posted by Rubber Ducky:
      **Doorstep #1 - > teleport to interior, map position inside door, stamp control for objects not fixed, NPC control for inhabitants, set gb_housecall = 1. Same for each other door. Doorstep #5 sets gb_housecall = 5, etc.

      Interior door sill calls event -> teleport to town, if gb_housecall = 1 then map position x1, y1. If gb_housecall = 2 then map position x2, y2. And so on down the line. After teleport back change gb_housecall = 0. **

      But what if someone were to "mark" a house, leave, enter another house, "recall" back to the previous house, then leave? If you set gb_housecall upon entering the house then it would still be set for house #2 and thus would goof up the exit. If you need to use a global then it should be set on the exit side since you know which house you are in. Set the appropriate exit global, then check it and assign global positioning.

      However...

      You shouldn't need globals at all since the entrance/exits of the houses will never change. You know where the player needs to be teleported to, so when they walk to the door entrance just use a coordinate change and teleport event objects to put them inside the house they are entering, and then on the inside of the house a change coordinates and teleport event objects to return back to the map.

      But the bottom line is that since nothing is dynamic, you know where the player should be going. Just open up the map editor and find the coordinates of the door for the house, and that is where they should appear when they leave the house in question.

      This shouldn't be complicated.

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      (This message has been edited by Stark Bledfast (edited 08-05-2003).)