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Thread: [RESOLVED] Get involved - FLASH.project.3d_(rpg)

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  1. #1
    binaryhit
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    YIPPEE,

    Thats great psycho I got your file and I see how you did it, thats real cool! I will set about looking through it now.

    Gary


  2. #2
    binaryhit
    Guest
    I got the fla, thanks psycho, I'm going to look through it all now

    Gary

  3. #3
    Senior Member
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    Ive made a little help file to help out with making maps..this should make it quite a bit easier

    [swf width=360 height=230]http://www.xs4all.nl/~stuartmx/flashkit/iso/help.swf[/swf]
    _
    download it here:
    http://www.xs4all.nl/~stuartmx/flashkit/iso/help.swf

  4. #4
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    and btw...in case youu guys make any new maps for the fun of it. Maybe you could make an .as file with the map arrays so that I edit the original fla without you having to copy/paste the new arrays in. Then just put (#include "maps.as") where the array originally was. This way you can also easily make several different ones. Ill make an example later. Look forward to see what you can come up with.

  5. #5
    binaryhit
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    Thats great, it makes my life alot easier! thanx

    I have just set out playing with the map, I have made a house and am just about to start working on the textures! Is there a way that I could detect when the character is on a certain sqaure so for example, if he was stood in front of a door you could press a key and it would load a new movie clip i.e enter the new room!

    Gary !

  6. #6
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    that shouldnt be too much of a problem. What I could do is make another array of function (I technique Ive used for some other games) that just gets executed the moment you go over a square. Ill also make a function to load several maps.
    Also..
    ANOTHER array () that holds custom objects that can easily be put in then.

  7. #7
    Senior Member webgeek's Avatar
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    Smile

    I love the engine man! Simply cool
    Can I make a suggestion? Rather then making all these large arrays, just make an object that stores the appropriate data. So each tile would be a tile object. Really nothing more then a container for all the different data. It would be much simplier to extend and would allow for a lot more flexibility. You could easily have an array of other objects inside the tile object, it could be things like bushes, trees, etc. You could also easily check to see if the tile was traversible or not... It would also allow for easier access to the data. You need only specify the coordinates you are interested in and have everything:

    _root["tile_" + currX + "_" + currY].type, height, path, whatever you wanted to store.

    I like your engine so much, that I am in the process of doing just this right now

    Thanks again!

    Mike
    ICQ: 3488062

  8. #8
    binaryhit
    Guest
    Excellent, keep it up!!

    I understand what you were saying about #include and I never thought about that till you posted and I must say it's a fantastic idea, world from an .as file right! Also anyone could create there own world too! That would kind of let you create dynamic worlds (VERY COOL).

    //Gary

  9. #9
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    Originally posted by webgeek
    I love the engine man! Simply cool
    Can I make a suggestion? Rather then making all these large arrays, just make an object that stores the appropriate data. So each tile would be a tile object. Really nothing more then a container for all the different data. It would be much simplier to extend and would allow for a lot more flexibility. You could easily have an array of other objects inside the tile object, it could be things like bushes, trees, etc. You could also easily check to see if the tile was traversible or not... It would also allow for easier access to the data. You need only specify the coordinates you are interested in and have everything:

    _root["tile_" + currX + "_" + currY].type, height, path, whatever you wanted to store.

    I like your engine so much, that I am in the process of doing just this right now

    Thanks again!

    Mike
    ICQ: 3488062
    I understand what youre saying but it doesnt really make much difference, instead of referencing variables like:
    Code:
    array[y][x][1];
    you would like this
    Code:
    MC[y][x].variable;
    it all depends if you like to store your variables in another array or as variables inside a MC. I prefer to use as many arrays as i can. It also makes it easier for rotating the matrix. But I guess this is all just a matter of opinion anyway.

  10. #10
    Senior Member webgeek's Avatar
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    The reason I mention it is that arrays of arrays, and just adding more arrays, is a long term issue. It will perform slightly faster, but maintaince and making the map more capable over the long run is much harder. We are getting back to the argument of OO vs other development methodologies.

    Mike

  11. #11
    binaryhit
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    Well, is there a way to make an "Array genetator"

    Kind of start with a flat surface that you can input the x-lenght and y-lenght, then have the selection of the textures and objects down the side then you click on 1 of them and fill out the height of the area, which in turn creates an array that you can import?

    That would make things a whole lot simpler and still keep the original speed?

    Gary

  12. #12
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    yup..a map editor..thats what i was originally thinking. Then just do a trace or something that will display the array to put into the .as file. This will a little while to make but Ill start working on it now

  13. #13
    binaryhit
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    I have just done the roofs for the houses they look pretty cool, but it's very, very time consuming! Oh well, i'll keep at it and post the file when I have done the rest of the house!

    //gary

    P.S. I cant wait to see this map genterator!

  14. #14
    binaryhit
    Guest

  15. #15
    binaryhit
    Guest
    Looks better a little smaller, try this link:

    http://binaryhit.com/rpg/iso2.html

  16. #16
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    alriight...cool!
    did you add roof textures or edit the old pieces?
    you can see it starts to get slow when the map gets a bit too big huh?

  17. #17
    binaryhit
    Guest
    I edited the pieces!

    I also see what you mean about the map, maybe it would be better if you made it so that the cube moves and not the map, will loose a cool effect but will add to the gameplay I feel. People will end up having epileptic fits watching it jerk about, lol, I think then the largest map would be centered at 13x14, that is enough to fit in whats needed within islands as it will be possible to join them together by going to "THE NEXT SCREEN", also it will end up slowing even more when animations of other characters are introduced and effects that are intended for the finnished product!.

    I'll send you the fla so you can have the textures in a minute!!!

    //Gary

  18. #18
    Senior Member
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    Originally posted by webgeek
    The reason I mention it is that arrays of arrays, and just adding more arrays, is a long term issue. It will perform slightly faster, but maintaince and making the map more capable over the long run is much harder. We are getting back to the argument of OO vs other development methodologies.

    Mike
    I now realize what you mean, with arrays its a little less *customizable*, harder to add more data later, but there is an easy solution for this. I think ill just make one element of the array an object to store custom data. I could even put it in the MC itself. That would be:
    Code:
    array[y][x][4].variables;
    , pretty much what you mentioned but combining it with the arrays Im using. You could even do something like this:
    Code:
    array[y][x]["variable"]
    I just dont like storing my data inside MC's, it just seems so retro.
    Hell...who said you cant use both methods together anyway

  19. #19
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    check out the first version of the editor :
    [swf width=550 height=360]http://www.xs4all.nl/~stuartmx/flashkit/iso/editor.swf[/swf]

  20. #20
    Great Editor...

    A couple of suggestions...

    1. It will better if when you select a cube the color changes so you can see which one is selected...

    2. It would be cool to add libraries of predefined objects(like houses, mountains, etc...).



    Great work...

    P.S - if anyone has good reference pics of dragons (front/side is better)... Please post them...
    Also if you find some reference pics of medieval creatures and characters(warriors, mages, etc...) Post them too...

    I would try to make models of those pics for the game...


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