Author Topic: Werewolves and Wanderer (arranged by John)  (Read 29723 times)

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Offline Cloudee1

Re: Werewolves and Wanderer (arranged by John)
« Reply #15 on: September 09, 2014, 07:22:39 AM »
How is the proportion working out with the ego?

I notice that the doorways at the back of the room are considerably shorter than the door along the right edge.

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Offline JRedant

Re: Werewolves and Wanderer (arranged by John)
« Reply #16 on: September 09, 2014, 08:23:22 AM »
You're right. The ego is to big for the room. I was thinking of using it anyway and put the control area at a different part of the room. Or, use part of that photo and redo the entire room.

Offline Cloudee1

Re: Werewolves and Wanderer (arranged by John)
« Reply #17 on: September 09, 2014, 12:40:45 PM »
You could always try to do a bit of scaling with the ego. Drop a couple of control areas and as the ego moves back into the room, switch to smaller versions.
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Offline JRedant

Re: Werewolves and Wanderer (arranged by John)
« Reply #18 on: September 09, 2014, 05:53:49 PM »
I can live with that. Is there a tutorial somewhere about switching egos?

Offline Collector

Re: Werewolves and Wanderer (arranged by John)
« Reply #19 on: September 09, 2014, 05:55:21 PM »
That had occurred to me as well, but it would not be a gradual transition. I suppose you could setup many transition points so each change would be more subtle, but that might be opening the door to other problems like performance and hunk hits.
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Offline JRedant

Re: Werewolves and Wanderer (arranged by John)
« Reply #20 on: September 09, 2014, 06:03:01 PM »
How many transitions would be enough?

Offline Collector

Re: Werewolves and Wanderer (arranged by John)
« Reply #21 on: September 09, 2014, 08:21:32 PM »
I think you would have to experiment. Too few and you will see your ego suddenly jump in size. Too many might have problems. If you start finding it sluggish, try setting core to dynamic and cycles to max in the dosbox.conf.

Try creating a range of different sized views that you can cycle through depending on the position on the screen. The further back, the higher the control line. Each control line should trigger the next sized view. The higher the smaller, the lower the bigger. Just for testing you would not need to create full walk cycle views, just enough to visually see the changing size for testing.
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Offline Cloudee1

Re: Werewolves and Wanderer (arranged by John)
« Reply #22 on: September 10, 2014, 07:51:37 AM »
There is a tutorial now.

http://sciprogramming.com/community/index.php/topic,1066

I wrote it up with the idea of control colors, but if you have enough ego views set up, there isn't any reason you couldn't use ego's priority as the value to check against. Then you wouldn't have to draw all of the control lines.

But yeah, as collector said, just play around with it a bit to determine how many ego sizes you would want to make the transition from the front of the room to the back of the room suit your tastes.
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Offline JRedant

Re: Werewolves and Wanderer (arranged by John)
« Reply #23 on: September 10, 2014, 04:04:06 PM »
Okay, for the sake of moving forward, I will put that on the to-do list for now. I will work on that once all of the other screens are done. Either there will be other screens in this game with the same issue, or this may be the only one. The input I got from you guys is pretty valuable, and will come into great use.

Offline JRedant

Re: Werewolves and Wanderer (arranged by John)
« Reply #24 on: September 11, 2014, 04:34:21 PM »
Issue #2, same room: The South and East exits both go into the same room (not done yet). So this room needs a bit of a do-over.

Offline JRedant

Re: Werewolves and Wanderer (arranged by John)
« Reply #25 on: September 17, 2014, 06:37:07 PM »
A cold took me out this weekend.

To build up some momentum, I gave myself one hour to do some work on the game.

The redesign was easier than I thought:

Offline Collector

Re: Werewolves and Wanderer (arranged by John)
« Reply #26 on: September 17, 2014, 11:26:55 PM »
Looking good.
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Offline JRedant

Re: Werewolves and Wanderer (arranged by John)
« Reply #27 on: September 19, 2014, 04:56:14 PM »
Hey guys!  I'm working late tonight. I wanted to share some stuff for this weekend.

The next room reads as such:
ROOM 3
GREAT HALL

Exits: N, E, W

YOU ARE IN THE GREAT HALL, AN L-SHAPED ROOM
THERE ARE DOORS TO THE EAST AND TO THE NORTH
IN THE ALCOVE THERE IS A DOOR TO THE WEST


While on a Google search for a Great Hall, I came across this great photo that I will be working on this weekend:



This carries some elements from some of the previous rooms. Even when it comes to tracing images, consistency is important. For this room, I think I will work on scale (Thanks again, Cloudee) on the programming side.

I'm going to take some artistic liberties for this room. This is not an L-shaped room. For the sake of simplicity, I'm just going to focus on making this a "Great Hall". Also for this room, I'm going to "reverse the compass". (South instead of North, etc.)

At this point my game is no longer 1:1 with Tim Hartnell's version.

Happy programming, everyone!

Offline JRedant

Re: Werewolves and Wanderer (arranged by John)
« Reply #28 on: September 20, 2014, 10:46:08 PM »
Amongst other personal obligations, I finished this today.



I seem to get better at this with each room that I make!

I haven't had a chance to test it out. I haven't set up the control and priority areas yet. Scale of the Ego in these rooms certainly plays an important part.

Offline Collector

Re: Werewolves and Wanderer (arranged by John)
« Reply #29 on: September 20, 2014, 11:19:09 PM »
Very nice.
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