> > > > I don't think scrolling is much different then non-scrolling..
wheter
> > you
> > > > move up player_x +1 or + 32.. checking for collision/triggers
remains
> > > > identical..
>
> I think there is a very big difference. Most of the things Stefan thought
up
> and programmed will never work in a scrolling area.
I think that it has to be handled entirely different (I don't think it's
impossible), and that it would therefor not be such a simple job as it seems
to move from a non-scrolling to a scrolling engine.
> If I read about all the ideas and problems in this discussion and then
look
> at how simple everything is done in PA3...
Pfff. Three pages for the screen construction??? One is enough if you use
flipping (disabling the screen), and otherwise two will do fine. The third
page can then be used for pattern- and characterdata etc., and the third
page is entirely left open for additional things like more in-game graphics
and animations. In that case I prefer complex over simple.
(however I still think the PA3 engine is cool, don't worry)
> Making an RPG that scrolls is, my opinion, many times more difficult, so
> maybe you should ask yourself. how much more fun is an RPG that scrolls
than
> an RPG that uses rooms? I agree, it is better, much better, but is it
worth
> the effort? I think when the game is fun, it won't bother anywone that it
is
> non-scrolling.... besides, using rooms gives lots of extra possibilities,
> like the Katana Labyrinth in PA3.
True. Although you can also have 'rooms' in a scrolling RPG. However, the
tilemap would have to be changed severly to not let it look strange (the
entire game scrolls, but suddenly rooms are used).
~Grauw
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