Q & A 131-140 |
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This Page was last updated on: Monday, April 07, 2003 07:24 PM |
![]() ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Q137: What do these do: WarpPop? ImportTile? ImagePos? Home?ForceDir? Pistol? Q138: I think ![]() 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 ![]() |
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![]() ![]() 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. ![]() 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 ![]() Any ![]() 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 ![]() 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 ![]() ![]() ![]() A134: I'm not sure I understand you fully ? I have ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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, ![]() ![]() Serge, I noticed you forgot this a few times in your very good RPG game. Always use the ![]() 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.
This is an excellent
command for using any of the Add-Ons from the
Storyboards, I.E.: |
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