> > idea ? :) > >I had the same idea for some time now. I already have a smooth-scrolling RPG >engine, however I've got to work on it again and add menu functions and, >well, all the things you said above. > >Could anybody give me hints on how to program it??? Things like triggers and >storyline a > >Example, if you reach a certain point all people running around in the game >change their text. How would I have to do that? And how would I have to >designate the texts to the several people. Should I give everybody a >designation??? Like people in the town of Astral "Ch_Astral001...999" or >something like that? > >As I see it now, I was thinking of having just a big textfile with all >conversations and actions in it, and special commands like \mu lets the >character move 1 up, or \m3u (3 up), or \m22,33 (move to (22,33))... Maybe I >should simply use ANSI ESCape codes for this??? well ... actually, years ago I did some experiments in Qbasic.. (which is fast enough to run a full-gfx RPG !) but because I'm impatient and each 12 hours I have to compose something.. I never threw myself into the deep :) I figured out the following: (*) a 8pixels scroll lik sd-sn. is easy.. not the problem here (*) trigger can be like this: make a map file with a char (like "t") as trigger. ******************* *.....................* *.....................* *..........t..........* *.....................* *.....................T ******************* (this will go wrong because of this font-type :) where * = wall and "." is walk and T is a trigger on the wall (like watching a painting where you get some info (see sd-snatcher, the cunningham-room) you don't WALK to this point! only activate a trigger!) you move your player and check for these chars (which in basic can be done with a$=mid$(map$(y),x+1,1) ) if you encounter an "t" then do: TriggerNumber=y*MapWidth*x then you get some unique number.. make a table with this numbers which refer to a txt/dat file with a script for that trigger. (*) each room (without other rooms visual) is a new map-file (*) if there is a door from room #1 to room #2 then this door simply means: - go to mapfile x - put player at pos x/y the point is.. is such a door a trigger or simpy a door ?? (*) talks to ppl each person has its own txt file, with texted, seperated by some char if you talked to a txt-block.. then the index moves up.. with a loop adres if you insist on talking to someone, while that person actually wants you to do something else.. after you did that action.. (which is a trigger !) then that txt index moves up to a new location (AFTER that previous loop point) and then you can talk again.. (*) I coded a walking-algorithm few months ago.. with a pixel moving around random.. but then smoothed. so it isn't like white-noise :)) workes great.. it looks 'human' this can be applied to random ppl in the scene.. just walking around.. now... is this of help ? grtz Maarten van Strien, * composer * sounddesigner * Ixalance-sound developer ----------------------------------------------------- http://www.shortcut.nl/ mailto:[EMAIL PROTECTED] ----------------------------------------------------- Shortcut Software Development B.V. Julianaweg 9, 3603 AP Maarssen, The Netherlands. Phone: ++31 (0) 346 579 659 Fax: ++31 (0) 346 579 745 ----------------------------------------------------- **** MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put "unsubscribe msx [EMAIL PROTECTED]" (without the quotes) in the body (not the subject) of the message. Problems? contact [EMAIL PROTECTED] More information on MSX can be found in the following places: The MSX faq: http://www.faq.msxnet.org/ The MSX newsgroup: comp.sys.msx The MSX IRC channel: #MSX on Undernet ****
