Big Blue Infinity Cup!

Started by Akatosh, Fri 25/08/2006 15:21:43

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Akatosh

Okay, I got it pretty much fixed. Only problem is the inventory won't work as in BG2 - you're going to get a simple window with probably a backpack-background-graphic and one showing your character to put the items on.

The spell system makes use of the 'Unhandled Event' to make anywhere-cast possible.

The spells are area-based, even magic missile, so aim only on stationary enemies.

Problem:
The game is, of course, 800x600, but the mouse coordinates used for the spell system only 300x200 or so. The coordinates are wrong, wrong, WRONG if the screen scrolled around. How to fix?

Ashen

At 800x600, I think the mouse/screen coords use 400x300. To correct screen coords for scrolling rooms (that IS the problem, right?), use GetViewportX/Y, e.g.:

Code: ags

cEgo.Walk(mouse.x + GetViewportX(), mouse.y + GetViewportY());

I know what you're thinking ... Don't think that.

Akatosh

It worked, and a new screenie is up there!
http://i8.photobucket.com/albums/a23/FAMILIAR_QUEST/screenie.png

-> Another Statusline added!
-> Iconbar now works!
-> Minsc looks different than Akatosh now!

Next, I'll complete the spell system (memorizing and learning is not there yet) and continue to work on the fight system (basic functionality is there, but... well... it's just basic.)

Akatosh

Even though it seems this thread is a little bit dead, I'll continue with status reports.

The fight system is currently set up, you can equip stuff, inventory management is there, KI is in work, spell system 50% ready.

Ashen

Out of curiousity:

I thought this began as an experiment with Isometric perspective - have you got that working? To be completely honest, that bit is more interesting to me than the fight/spell/inventory/etc systems.
I know what you're thinking ... Don't think that.

Akatosh

#25
Mainly, yes. It's held together mainly by tape and prayers, but... well, this is the way it works:

-> Everything isometric is an object.
-> And has two regions corresponding: One exactly in its shape, and one in the place which causes the baseline problems - the place where the character would have to be drawn in front of it.
-> Player walks onto it: The baseline gets moved, and the character is drawn in front of it.
-> Player walks off: The baseline is moved back to where it was.

It works suprisingly well... the only problem is when TWO characters are standing there, one on the 'problem region' and one in the wrong place. But I'm working on this, and I'll make it... I hope.

Download:
http://www.uploadyourfiles.de/d66a55c21195689cfd9ed65abfdfde42/81hd8/Download.html

Akatosh

Sorry, I hate to bump old threads, but I really have to ask that question... I take any interest in this project has died?

Fabiano

Nope. Not by me, I mean.
I'm still working (on freetimes, thats is, between job+gym+wow+wife+sleep) on my project, that is a Infinity -like based. Until now, I did:
- Inventory correlations (equip, trade, loot)
- Character correlations (Group, leader, reactions between chars)
- Isometric tests using a iso mapper for regions

And now, I stopped working on script for a while and began working on graphics.

But we wont let this die, dude.
Yeah, yeah, It happens. A lot.

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