Author Topic: Werewolves and Wanderer (Beta - Wireframe)  (Read 17472 times)

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Offline JRedant

Re: Werewolves and Wanderer (Beta - Wireframe)
« Reply #30 on: January 08, 2017, 06:58:59 PM »
Okay, I have a question:

In SCI0, whenever Ego walks to the edge of the screen, Ego would be "sent" to another room:

(assume rm001.sc, Pic.001, rm002.sc and Pic.002 exists)
   (properties
      picture scriptNumber
      // Set up the rooms to go to/come from here
      north 0
      east 0
      south 2
      west 0
   )


In SCI1.1, I had tried to implement the same thing, but I can't seem to get it to work:

(assume rm110.sc, Pic.110, rm111.sc and Pic.111 exists)
   (properties
      picture 110
      south 111
      style (| dpANIMATION_BLACKOUT dpOPEN_FADEPALETTE)
      horizon 50
      vanishingX 130
      vanishingY 50
      noun N_ROOM
   )


This leads to two questions, and this is on my learning curve:
1. Are we no longer able to do this on SCI1.1? (if so, what am I missing?)
2. If we can't, does that mean we will need to use Control areas to navigate rooms?

Offline troflip

Re: Werewolves and Wanderer (Beta - Wireframe)
« Reply #31 on: January 08, 2017, 09:41:40 PM »
It should still work, but it's more finicky because you usually have polygons blocking room edges (so the ego will bump into that before going off screen).

I use edge hits in my "SCI Quest" game: http://scicompanion.com/download/  and they work.

It should work as long as the polygon boundary is right up along the edge of the screen (or you have no polygons at all), and the value for gEdgeHitDistance is a reasonable value in Main.sc (i.e. not 0).


You should be able to see if Ego:edgeHit ends up getting set in the Ego:doit method by sticking some DebugPrints in Ego:doit
( http://scicompanion.com/Documentation/debugging.html ... looks like the sample code in there is still using Studio syntax, oops )
« Last Edit: January 09, 2017, 07:18:54 PM by troflip »
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