Graphics, Characters, Text & Rooms: Difference between revisions
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Graphics, Characters, Text & Rooms (view source)
Revision as of 01:55, 1 December 2005
, 1 December 2005→Working around the room object limit
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==Working around the room object limit== | ==Working around the room object limit== | ||
''I'm making a room that requires TONS of objects, but the limit is too low for me to work with. Is there any way I can increase the number of objects per room? Or am I forced to...(gulp)...work around my problem?'' | |||
Have no fear, my friend. Working around your problem is simple and there are two ways to do it... | |||
# If some of your objects don't necessarily appear all at once (e.g., object 2 only appears at a certain point, as does object 3, OR object 3 won't appear until objects 1 and 2 are "gone") and certain objects never appear at the same time, you can combine them into one object. You can then re-use that object for your purposes. You will, however, have to use some scripting to keep track of which object is in that slot. You will also have to use some functions that change the on/off states of the objects and what sprites they're using. | |||
# You could also use characters as workarounds for some of the objects. This is a simpler method. Plus, the character limit is much higher than the room-object limit. | |||
If none of the above workarounds will work for you, then you may have to send a private message to Pumaman (Chris Jones) and request that he increase the room-object limit. You must, however, show that you have considered the above two workarounds and show why they would not work for you. | |||
As a sidenote, I remember the days when the object limit was 10, and that was good enough for some people. What are you making, the next Myst clone? :-P | |||
==LucasArts style speech is barely visible over background== | ==LucasArts style speech is barely visible over background== | ||
==Adding an intro/cutscene to your game== | ==Adding an intro/cutscene to your game== |