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Q & A

131-140

This Page was last updated on:
Monday, April 07, 2003
07:24 PM

The Questions & Answers on this page are locked. 
Click to jump to the last Q & A page where you can ask your question.
I only ask that you have read the questions in here all the way up to the last one so you will not be asking a question that has already been asked earlier by someone else.
 

 

( Chibiness )

Q131:
**Problems
Are you planning to add a feature which allows us to Expand the size of the wraparound map and cell size in the building matrix? In addition, would it be possible to add a feature to our world projects to change the size of the viewport (and thus, the Scenario Window)?

Q132: I have a map which displays a consistant problem in the WarpToLocation feature.
The warps are stacked, one on top of the other, in a four-cell-wide hallway.
Stepping through the top-most cell should transport the player to the topmost cell inside the next hallway , but instead, the player phases down to the next cell, and turning around and
going back through has the same effect. I could zip and send you my WRL highlighting the place where the phenomenon occurs...

Q133: Why don't warps have Sprite Messages coded in?
An acceptable protocol for integrating sprite messages with Warp-commands would be to activate any switches first, then warp the player if they still reside on the warp-command.
Is such a thing possible within the construct of Scenario?

Q134: Also noticed about the topic discussed in answer # 49: Changing tiles while transports (Boat/Airship) are parked on top of the tiles makes the tile disappear as well. I can send you an example in my map of that as well.

Q135: Please, please implement a way to control the walking speeds of NPCs, Player, and the Camera, and when and if you do, Please, please tell me how to control that!
Please? (My chosen lead Male Character walks a lot slower than my lead Female Character...)

Q136: I can't seem to get <img
src="http://tnrstudios.com/scenario/char/ch-141.gif"><img
"http://tnrstudios.com/scenario/char/ch-137.gif"> to
work. Is it possible? How about warping to co-ordinates?
<img "char/ch-131.gif"><img "char/ch-048.gif"><img
"char/ch-048.gif"><img "char/ch-032.gif"><img
"char/ch-048.gif"><img "char/ch-048.gif">[x/y]<img
"char/ch-048.gif"><img "char/ch-048.gif">

(Hi, no, I'm not razzing you, but I'm just showing what a mess you're leaving in my mailbox when you type like this - please use only 7-bit text and *player, *camera, etc. if you want to use an Icon. I'll type it for you). - Now let me type this the way I think it is..

I can't seem to get to work. Is it possible? How about warping to co-ordinates?


Q137: What do these do: WarpPop? ImportTile? ImagePos? Home?ForceDir? Pistol?

Q138: I think Beeline would do great working not only with the camera, but with the player/npc as well! (Would show walking-sprite of direction mostly faced, default facing up or down for 45-degree walks)

Q139: Will you make new icons for things like Random Switch Flippers and Timers? With timers of that nature, I could animate tiles, make sprites walk, maybe even do random creature encounters! (But... That would mean having animations independent of sprite dialogs. Curses!)
Random switch flippers would be great.

Q140: Will this bubble be capable of housing any Sprite Messenger icon ?
( Topaz )
A131:
Greets Chibiness:

Phew ! I don't think so ! You currently have 50 maps # 0 (Outside) through #49 with 63x63 32x32 size cels. That isn't going to change. The viewport (What the player sees?) can do the following:

Hit "V" when you are zoomed one size smaller then Testplay to see what the player will see.
This is useful for those who might be copying regions or checking the visible boundaries of what the player sees.

The other is to hit "T" to make this map Torch-Lit.
A Torch-Lit map has a small restricted view much like when you are in a cave.
When in the editor, you can hit the backwards apostrophe (it is located above your [Tab] key) to zoom out one scale so you can work with and see more of your map.

A132: Please do send me a copy of your .WRL file. This is one of the things I am trying to get "comfortable" is where courtesy in my engine oversteps the boundaries of common sense. I have set warp to do some pretty strange things, which seem good to me, but perhaps they are not with others ? Include an explanation of what is wrong or you would like changed with your enclosed .WRL world, thanks.

A133: This is a good question. I had not planned on the over-extended use of my Sprite Messenger for common things like Locks, Warps, and Treasures. I originally (and still am) only using 4 bytes per map cel to detail information about it. A warp takes 2 bytes to encode and ... !! .. I just now realized that by adding to 50 maps the Warp will NOT work beyond this (and quite possibly crash most horribly).. For now, and it is regrettable I must put Scenario back to 16 maps and leave it there !
Note removal of v0.093c replaced with v0.093d.
(Danger, only 16 maps!)
Any world that has more then 16 maps read in v0.093d will be truncated so you should use your v0.093c to copy to the clipboard entire maps you want to insert to the original 16 later. Thereafter you should discard of v0.093c completely.

At this point (thinking of the math), there is no easy way to get more then 16 maps..
Aggh.. No easy way at all.. I would have to convert all map cels (63504 of them to be precise) to use more then 4 bytes and thereby muck up my GetCel() which took me several months to write. I really don't want to be tampering with that now..

Explanations are in order. For A Warp, I am using the first byte to show what Tile that is, the 2nd byte is #2 which says it is a warp, bytes #3 & #4 give the WORD value of the Map/X/Y location. By putting it at 50, this will royally screw up this extraction method, and this is the only method uses right now to do warps to different pages. I may in the future allow a very special warp to a custom map file that has a filename, but not now.. Also Map #16 is a special case expecting a Warp Arrow and not an actual map #.
Remove your copy of v0.093c (I just removed it!)
Replace it with copy v0.093d (I just posted it!)

Thank you Chibiness for pointing out this error I made.

Now, let's get back to your original question:
Warps don't have Sprite Messages encoded in them because they are not interpreted as a Sprite, but a Warp, which has no .SPR file attached to it. In time, I don't want people getting in the habit of writing a Sprite Message just to warp to an exact location because then becomes a numbers system where few people knew where went what. The Warp Arrows are good. I have future plans to make a Stair/Level-Warp which jumps up or down a map in the future, but I want to ensure current Warp is comfortable with everyone first before I introduce it into the already growing list of Sprite Messenger commands.


A134: I'm not sure I understand you fully ?
I have up, am plotting a tile beneath a transport, all is well ?
You cannot press (Spacebar) or [Enter] to plot a tile when you are directly on top of a Transport. You can, however hold down the [Shift] key to plot a tile beneath it if you don't want to move it first.
If this isn't the answer you're looking for, you will need to send me a small .WRL example with more details, thanks.

A135: This has just been changed and added for v0.093d
(thanks to Wolfette showing me the importance of camera speed)
After you have used , , and/or to set a new focus, type a , , or after it where a means to go slower, a means to go faster, and the will return that focus back to original default speed.
I originally didn't plan on any speed changes and only made "Grandpa" and "Gramma" go a little slower. Everyone else is the same as the two pip kids and the player, pretty speedy !

A136: First off, the Warp Arrow is only for the player and is not used for the NPC and/or Camera. It is only used to move the player to that warp catch location.
There is no current way to teleport the NPC, but you can make it look like it teleported by creating a copy of the one at the location you want them to appear with a switch, I.E., create a Sprite with a Sprite Image. Press "H" to hide it. Hit "S" to make a switch on it called "MOVED" Then put the same switch name on the original position Sprite. To make them warp or teleport, change the switch and be certain to use the MagicWand, just before changing the switch to make sure will show the update.

Serge, I noticed you forgot this a few times in your very good RPG game.
Always use the
just prior to changing a switch so the screen will be updated properly to show the map changes and Sprite effects.

A137: WarpPop has just been removed, it used to return the player from where they just warped, but I had some complaints about it so I removed it.

Import Tile
is really neat (and more importantly, works great !)
There is an example of it in Suzi's Quest (the same quest that comes with ) found here: 00:02/60 . That is, Map #0 (Outside) and X/Y coordinates of 02 & 60.
It must be used on the 1st page in your Sprite Message or it will not work !

(make sure to have a SPACE after this if you want more commands on this line so it won't mix the two up)

In this, we are importing a bitmap file located in \REALM\ that has the filename PIC.BMP . (preferably in pixel steps of 32) to this tile. Now, you will not be able to change the image with a switch, hide, or invert it. But you have the unique opportunity to display this much larger image like this Castle which is 64x64, but you could just as well make a wall that is 256 pixels long by 32 down which has tremendous detail all the way across. Whatever you like !
You could just as well import an image that is 128x128, a massive big city if you like !
It opens up some very exciting graphic possibilities of detailed maps.
I will be making a new Add-Ons area in the future specifically for these unique images including Mayan Statues, Shrines, and Futuristic Cryogenic tubes, etc.


ImagePos
allows you to insert an any-sized bitmap (preferably not bigger then the screen) at any location on the screen. You should have it as the first line on your Sprite Messenger page and it is used thus:



Where PIC is the name of a bitmap to display from your \REALM\ directory, and the # following the comma "," is the position on the screen where to put it, in this case, the Top/Right-hand corner of the screen.

1=Top/Left 2=Top/Middle 3=Top/Right
4=Middle/Left 5=Center 6=Middle/Right
7=Bottom/Left 8=Bottom/Middle 9=Bottom/Right

This is an excellent command for using any of the Add-Ons from the Storyboards, I.E.:



Where "Greet6" is a bitmap (.BMP) picture you have a copy of inside your \REALM\ directory and the "2" shows that it is centered horizontally at the top of your screen. You are welcome to place as many bitmaps as you want in that subdirectory for use in your world creations. Click HERE to download any of the 40 Story Boards I have provided for others.
I add an additional 10 (ten) every month so keep tabs of your Add-Ons !

Get creative ! This is what is all about !

Home is not in use yet.
ForceDir is a new command, but is already in use.
It must be used on the 1st page in your Sprite Message or it will not work !
Serge showed me the importance of having Sprites initially facing in different directions by his puzzle room which required the player to cross the room without being seen by a guard.

It is a simple command that forces the Sprite to initially be facing a different direction then down (like they have been in the past). This might be useful for instance when two sprites are conversing with each other (by facing each other) and the player interjects only to be told not to interrupt as they face each other again..

For instance, would force that Sprite to initially be facing right, and once the player has finished talking with them, they will once again face in that direction.

Pistol and Ammo are not yet in use. When is doing a little better, this will be an option besides the Sword as a weapon. I want this because not every game (Like Aliens and Resident Evil for instance) use a Sword but relies on a firegun.

A138: The Beeline is not yet in use, and I'm going to have to set some pretty nasty arrays to travel in directions that are not straight out Up/Down/Left/Right .
Give a little time, I'm still working on it.

A139: You can do some degree of random checks in the Sprite Messenger already.
Look to my simple Slot Machine at 01:14/37 .

Just use as an inquiry, for instance, and based upon it being True will branch to the Label you want it to go to.

A140: Unfortunately, the images I have inside the bubble are 12x12 pixels. Nearly all of the Sprite Messenger's Icons are 7x7. It would really look way off scale. You do bring up an interesting point though that I might shrink the bubble so it looks good for the 7x7 icons, saving me from having doodled 8 separate bubbles with big 12x12 icons in them. My "!" for the Emotion Bubble looks red though, not like this which doesn't look nearly as good. There would be other image difficulties. There will be 8 emotions available for the bubble when it is ready for use.

Hope This Helps !

(Chibiness's ever inquisitive mind continues on the next page!)

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