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After owning and playing both Scribblenauts and Super Scribblenauts, I can probably say that any port of Scribblenauts would take up a huge bank of memory just for the dictionary. If one were to remove a bunch of usually unused words, and simplified the interaction between objects so that all objects could be described by a small set of characteristics, it might just be barely possible. Maybe.And you're not a newbie
It's hard, espacially for newbies, but not impossible.There will be more limited number of objects, though.The most important thing by importing this game is making an effiecient and flexible object system.I also love this game. Do you think about porting it to TI? Then good luck.
Well, for the objects, you could have a set of about 8 characteristics or so, like...Flammable? 0 means no, 1 means I set other things on fire, 2 means explosive, 3-15 is on fire combined with how long it has before it dies.Scary? 0 scares nothing, 1 scares animals, 2 scares humans, 3 scares humans and animalsAttack? 0 means it cannot harm, 1 though 15 describes how powerful it is...Harm? 0 means it'll die almost instantly, 1-15 describes how long it'll last, and 15 is immortal (unless they explode, or something)Magnetic? 0 means repel everything, 1 repels metal, 2, nothing, 3 attracts metal, 4 attracts everything...Movement?Size?Pickable?etc.Then when every object is referenced, just run them through each other.Coding unique objects, like time machines and such would be tricky, but not too much, I think.
Even if you trimmed the words down to a couple hundred, you still have the images to deal with and their individual actions (AI). Adjectives would be simple enough. A single number representing the certain mix of adjectives, overlay a sprite on the base sprite (flames on the pterodactyl). And then, you'd have to limit the number of independents on the screen to roughly 4. ROUGHLY.
even without adjectives, the amount of data is too ridiculously huge to fit on a ti-calc. the idea of customisation is still a wonderful one which could be used to create a huge number of games, such as something similar to Drawn to Life.
Quote from: Raylin on January 02, 2011, 05:46:40 pmEven if you trimmed the words down to a couple hundred, you still have the images to deal with and their individual actions (AI). Adjectives would be simple enough. A single number representing the certain mix of adjectives, overlay a sprite on the base sprite (flames on the pterodactyl). And then, you'd have to limit the number of independents on the screen to roughly 4. ROUGHLY.The DS game actually ignores adjectives completely, unless an object name does contain that combination of adjective+noun (which is rare).