Topic:   Scrolling Nav Concept   (Read 9591 times)


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Silverwind


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Scrolling Nav Concept
« on: May 11, 2008, 10:10:25 AM »
Here's a new nav concept I just finished:

http://www.savefile.com/files/1551294
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Tireas Dragon


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Re: Scrolling Nav Concept
« Reply #1 on: May 11, 2008, 10:27:26 AM »
Nice Job. If you found a way to implement the V6 Navigation into this you would be totaly amazing.
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Silverwind


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Re: Scrolling Nav Concept
« Reply #2 on: May 11, 2008, 10:38:02 AM »
Yeah, hehe. So far I haven't even figured out a low LoC cost method for obstacles (except boundary walls) without using sprite collide. ::) I like the system though, it's similar to Silmar's system.
« Last Edit: May 11, 2008, 10:39:30 AM by Silverwind »
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Gnome


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Re: Scrolling Nav Concept
« Reply #3 on: May 11, 2008, 10:56:35 AM »
This is pretty good, now we can make it so the player sprite actually looks like its moving.

p.s. why is it "scrolling"
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Silverwind


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Re: Scrolling Nav Concept
« Reply #4 on: May 11, 2008, 11:15:10 AM »
Because the player scrolls across the screen rather than teleporting. I was thinking of "Gliding Nav Concept", but scrolling is more straightforward.
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Mystor


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Re: Scrolling Nav Concept
« Reply #5 on: May 11, 2008, 02:58:01 PM »
Looking good :)

Now make it even simpler and let people walk around (using keyboard) without being forced onto tiles :P
Then make a "what tile" detection system.

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Gnome


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Re: Scrolling Nav Concept
« Reply #6 on: May 11, 2008, 04:18:53 PM »
Maybe you can use a lot of SETAREA scripts, that way it would keep under the sprite limit.
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Silverwind


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Re: Scrolling Nav Concept
« Reply #7 on: May 11, 2008, 04:41:22 PM »
Quote
Looking good :)

Now make it even simpler and let people walk around (using keyboard) without being forced onto tiles :P
Then make a "what tile" detection system.

Mist
Well, the whole point of the concept was to have a mouse based nav, but it's true that if I used keydowns it would be allot simpler to code. :) It would just be a significantly harder to use version of the grid nav though, lol!

Quote
Maybe you can use a lot of SETAREA scripts, that way it would keep under the sprite limit.
What's SETAREA?

I'm too much in love with the grid nav to pay much attention to other nav systems, so I doubt this one will advance much further by my own ends. I just threw it out there incase anyone wanted to dabble around with it or evolve it.
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Swamp7hing


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Re: Scrolling Nav Concept
« Reply #8 on: May 14, 2008, 02:33:59 PM »
This is really cool Silver! Yeah, try and Implement V6 into this, and WOW... maybe scrolling backgrounds as well, so you can navigate to the side of the screen... I don't know where I'm going with this, but... ever played Avernum? Thats on of the grid systems I'm looking to create in GM. So many possibilities, great stuff.
 :)

Silverwind


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Re: Scrolling Nav Concept
« Reply #9 on: May 15, 2008, 03:07:46 PM »
Quote
Nice Job. If you found a way to implement the V6 Navigation into this you would be totaly amazing.
Quote
This is really cool Silver! Yeah, try and Implement V6 into this,
This system is almost impossibly different from any grid system. It works on a completely different object location engine and it's my guess that it will never resemble anything like V6. A shame, but there you go.

Quote
maybe scrolling backgrounds as well, so you can navigate to the side of the screen... I don't know where I'm going with this, but... ever played Avernum? Thats on of the grid systems I'm looking to create in GM. So many possibilities, great stuff.
 :)
Yeah, I'd love to have an engine like that. :) It's definitely something I want to work towards, possibly for LW. Avernum's engine isn't that different to ours when you think of it, it's just more detailed. Yipe! is still my #1 role model game though. It's so simple, and yet so genius...

I don't think we can create Avernum style engines without methods though, so I hope 4.0 isn't too far over the horizon. ;D
« Last Edit: May 15, 2008, 03:09:23 PM by Silverwind »
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