>
>What exactly is a trigger?
a trigger (some unique number) is used to force special actions..
like: if you step on a trigger (invisble to the player, in most cases),
like when you try to enter a room. then the trigger can cause a demoscene
coming up with saying: "you're not allowed to enter!" when something is
done (you found some crystal or something) internally remove the trigger,
or set the trigger non-active and you can walk trough. Or a trigger could
be like in sd-snatcher, when you enter the first building @ the start of
the game, what's-her-name speeks to you but actually she's just gfx and NO
NPC. SO, the DESK itself is a trigger to get a conversation.
Hmmm, I seem to use the term "birdview" for a different view than you do.
>Does anyone know for sure, what is the Metal Gear type called and what the
>SD Snatcher type?
in MY eyes: birdview is like metalgear, sd-sn, ds6, xak, fray etc.
top-view is like bastard. where you can't stay behind a wall.
moving your player in a map should be top-view to check for wall's &
triggers. display should be birdview (display has nothing to do with
collisions & triggers!)
> > * walk area width + height (if the story tells: "you'll find the doctor in
> > the hospital" you don't want the doctor walking away :)
>
>Not just width and height, the entire rectangle should be defined. Maybe a
>rectangle is limiting, but I think defining non-rectangular areas is too
>complex. Unless we define them on a tile-by-tile basis, like in the data
>map.
yeahyeah.. width+heigth AND x offset + y offset is rectangle yes :)
I think a rectangle is enough.. since most buildings are rectangle-shape too..
> > * random walk or predefined route !!
>
>What about a pointer to a movement algorithm routine? That would even work
>for the player character (PC), it could call a keyboard + joystick read
>routine. The advantage is that it would be easy to make the PC follow a
>predefined route during certain scenes (this can be seen in many RPGs).
hehe :) like strategy games on pc.. like starcraft.. using mouse as pointer..
and what about pathfinding ? this recursive stuff is really hard to make!
I think a predefined route would be alot easier..
> > * bitmap gfx for use in the statusbar (like in sd-sn)
>
>I think not all characters should have this. It looks real nice, but it
>does require a lot of graphics, putting a burden on both the GFX artist and
>on the VRAM.
I don't think the amount of gfx/music artists is the problem here... the
coders are!
>By the way, you seem to assume a separate battle screen, like SD and PA3.
>Battles in the playing field are also possible, like Ys and Xak. An engine
>for that may be more complicated, so we shouldn't attempt it at first, but
>it could be an option once the engine is more mature.
well.. atleast support both ways.. a seperate fightmode is more classic,
and is more strategic fun (healing, magic, escape etc... ooh.. those old
days :)
>It seemed Laurens wanted to rush into coding phase right away.
I did in too.. :) and everytime I was going too fast.. result: re-program
again :)
\/\/
Maarten van Strien,
* composer
* sounddesigner
* Ixalance-sound developer
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