Suggestion: Room mode thing?

Started by Ginny, Sun 25/04/2004 16:52:57

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Ginny

I was going through some game designs, and noticed that a lot of my games have both day and night scenes in the same location, so I started thinking what the best way to allow this is. I dunno, I may be missing something, this could be a lot simpler than I think, but as far as I see it, the only way would be to 1) make a new room with the same (or maybe altered) interactions, or possibly with a function that gets the day room interactions. A lot of dry work.. 2) use an animation view. This allows for not only day and night but 3 more different "modes", but eliminates the possibility of background animation (of course I could always use objects to animate).
So, I was thinking, would it be possible to have some kind of "mode" property to every room? not neccessarilly a time, these could be used for other things too. each mode would have a different background, lighting possibly, object artwork, and some variables about places being closed at night could be added.

An alternative could be room cloning, since we can't copy the whole code just as it is because of the way interactions work. Copying the whole room once it's done is somewhat difficult.

This isn't at all urgent to me though, as I seem to have solved my own problem by posting this (and maybe someone has other suggestions?), but would be a nice feature someday in the future. :)
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Ashen

It's  not really what you wanted, but an easy way to copy a completed room is to copy and rename the roomx.crm file, then load the 'new' room into the game.

Proskrito

about room cloning, maybe you could save the room twice, with different names, and then you have that room cloned : )

Rui 'Trovatore' Pires

There are actually several ways to do a "night-scene", methinks, and almost all of them include transparency. But try THIS for size - make up to 5 backgrounds, choose one to be the "default" one and load it into the room. Put all the others as "animating backgrounds". And now, the usage of SetBackgroundFrame and GetBackgroundFrame can make anything possible!
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Pumaman

Yeah, I think the use of animated background frames for this is the best answer. Granted, as you say it would prevent you actually having animated backgrounds in those rooms, but it's probably the best solution.

JosephDiPerlaAway

Couldn't you use Regions and then just change the color or RGB settings or something? I think in the original demo game it had some lines on the floor that would change color using hotspots or something. Maybe the same could be used here and maybe make the whole room darker using hotspots.

Am I just blabbering here?

JD

Ginny

RGB adjustment could be used, but that usually not all that's used for night scenes, sometimes things may change such as signs being lit or not, etc etc..

Yeah, the other method of using bg frames is ok, and animating can always be done with objects. However I prefer the new room version:

Ashen and proskrito: Jeez! Why didn't I think of that for cloning? Thatnks, that's a good idea. With this it would only require me to make adjustments to the text, change the background, and no need to redor all the areas. :)

So, basically, the problem is solved, thankyou :).
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We may have years, we may have hours, but sooner or later, we push up flowers. - Membrillo, Grim Fandango coroner

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