> > 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
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Julianaweg 9, 3603 AP Maarssen, The Netherlands.
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