Author Topic: Raising The Dead  (Read 28244 times)

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Offline DJ Omnimaga

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Re: Raising The Dead
« Reply #90 on: May 08, 2009, 07:38:18 pm »
providing you won't ditch calcs (I was a bit worried last fall O.O) and that it eventually gets finished ^^

Offline kalan_vod

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Re: Raising The Dead
« Reply #91 on: May 18, 2009, 06:25:08 pm »
I just hope to see something from this, keep updating us. please :P

Offline Zera

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Re: Raising The Dead
« Reply #92 on: May 30, 2009, 11:16:44 pm »
Could I make a suggestion regarding the map scrolling? I noticed that the map only scrolls when your character approaches a border. Wouldn't it look better to center the character sprite and have the map scroll underfoot? It would give the player a better view of the surroundings so they could ascertain the situation. For instance, if the character just moves along the screen borders, the player might run straight into enemies or obstacles without being aware of their presence; having the map scroll underfoot would make such surroundings more apparent.

Offline Iambian

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Re: Raising The Dead
« Reply #93 on: May 30, 2009, 11:37:41 pm »
Though I don't know the project, I would believe it's a cheaper form of preventing the tilemap from overrunning its boundaries, since the player would not be allowed to see the outer edges in this fashion. If the tilemap were to be centered on the character, you'd have to make a larger tilemap in the event the character wants to go toward the edge of the map, where the tilemapper would have to then start displaying things outside of its original boundary.

Not sure if that's what it is, but if I were coding something that needed reasonable speed with a smaller size, that's the way I'd do it.
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Offline DJ Omnimaga

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Re: Raising The Dead
« Reply #94 on: May 30, 2009, 11:53:00 pm »
yeah that's something I didn't notice at first, but I kinda like to at least be able to see where I am going ^^

Offline Zera

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Re: Raising The Dead
« Reply #95 on: May 31, 2009, 12:00:02 am »
Though I don't know the project, I would believe it's a cheaper form of preventing the tilemap from overrunning its boundaries, since the player would not be allowed to see the outer edges in this fashion. If the tilemap were to be centered on the character, you'd have to make a larger tilemap in the event the character wants to go toward the edge of the map, where the tilemapper would have to then start displaying things outside of its original boundary.

Ah, that makes sense. Designing map-boundaries in Escheron was a pain for this reason, but I opted to do so anyway.

Offline Speler

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Re: Raising The Dead
« Reply #96 on: May 31, 2009, 11:38:42 pm »
That's one of the reasons, another is for the purpose of puzzles, and not knowing exactly where enemies are standing as you progress through new areas.

Offline noahbaby94

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Re: Raising The Dead
« Reply #97 on: August 08, 2009, 04:34:40 pm »
So is this still alive-ish?
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Offline DJ Omnimaga

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Re: Raising The Dead
« Reply #98 on: August 08, 2009, 05:09:44 pm »
I hope it is, I haven't seen Speler post on forums for months, even thought he claims almost every month (via private chat) that he's gonna be active again soon. x.x