Trying out if I have, or can make, all tools needed to make adventure click and play games.
First test making a character walking in and between rooms, Keyboard controls.
https://www.youtube.com/watch?v=5P4jIOsX-eE
This far so good.
Trying out if I have, or can make, all tools needed to make adventure click and play games.
First test making a character walking in and between rooms, Keyboard controls.
https://www.youtube.com/watch?v=5P4jIOsX-eE
This far so good.
Thanks, I think the walking works well enough.
I've now also tested making an 'answer questions/making choices' system and a system for having dialogs.
https://www.youtube.com/watch?v=WJS8UNsdGA8
Still going well I think.
https://www.youtube.com/watch?v=Gbfh9WxZwzE
Tested the basics for an inventory bar, and save/load.
Also tested playing a video.
I think I have the parts I would like to have, and I think this engine could work well for me.
PerKGrok and I'm speechless! Especially with those frame-by-frame animated cutscenes!!!
How did you made the section from 3:50 in the video so the character resizes properly with such perspective??
Also, you may notice white lines appearing around your character during the animation; you can fix them by increasing Padding in character's texture by a pixel or two.
Thanks.
For the room with floors at different heights;
I have three floor-areas and two staircase-areas.
Each area is surrounded by hit-boxes (I have a special triangle hit-box for walls/edges that are at an angle). If the characters x/y (at bottom middle) enters a hit-box the character is moved back to prevX/prevY. There are only openings at exit/enter points between floor and staircase (and the door to the room).
For the floor areas I use scaling on the character depending on position in the y-direction. Lower y-value = more scaling.
Each floor has different settings as the the floors are closer or further away from the viewer.
The staircases connects the floors and here the scaling changes with the x-position so that the scaling factor at each end corresponds with the scaling of the floor at the two exit/enter points.
A variable shows which area the character is in. The variables value is changed at the exit/enter points.
A bit of cover with different depth depending which area the character is in adds to the illusion.
Drawing the room, my relationship with the laws of perspective is quite lose. How well I can use the space from a practical point of view is more important than strict perspective. It is all about selling an illusion to the viewer.
Thanks for the tip about the padding. The white lines definitely are connected with scaling. I leave that to later though, since I still might make changes to the sprites.
Still working on the game. Think it is going forward quite well.
https://www.youtube.com/watch?v=7BA41_Clrrw
https://www.youtube.com/watch?v=L3ZrjEqn5O0
https://www.youtube.com/watch?v=W76qFHnmae4
Now going into a test phase.
Anyone wanting to take a test spin can find a web version at
https://grock.se/html5/diggins/index.html
and give feed-back at
per@grock.se
or in this thread
Oh my gosh, the art!
I'll post this to main Discord server to draw attention, bc your project certainly deserves it!
YOOOOOOOOOOOOOOOOOOO