It would be cool if that light source sort of "blew" the fog away too, as you traveled through it. That would be awesome to look at I think :P On Tue, Jul 7, 2009 at 5:13 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: > re: changing the directory of the arrow counter, those aren't true > directories, they are just named that way to help organize stuff. > > after this milestone we'll figure out our long term organization strategy of > file names. I wouldnt worry about it now but you can if you want (but we'll > wait til after the milestone to figure out the long term strategy like i > said). > > Anyhow, you got me thinking and something else that would be neat for our > game would be fog > > we could also attach a light source to the player for some maps so that you > can't see what you aren't near (just make the map completely dark and make a > light that sticks to the player) > > 2 possibilities to keep in mind if the need comes up! > On Tue, Jul 7, 2009 at 2:27 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: >> >> Construction of the 2nd floor will begin tomorrow, in order to make it >> easier for you Kent I am going to build the second floor as if the 1st floor >> were still there, that is, all the values you have for falling through the >> floor will carry over to the other map: X and Y will remain the same, the Z >> value will probably be 500 off. >> (400, 1240, -30 will translate to 400, 1240, 470 on the basement) >> >> On Tue, Jul 7, 2009 at 4:22 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >>> >>> Ah good call. >>> >>> On Tue, Jul 7, 2009 at 2:20 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: >>>> >>>> I also had to change the arrow counter directory to reflect the >>>> appropriate file, and the link to the temple within Alan map. >>>> >>>> >>>> >>>> On Tue, Jul 7, 2009 at 4:04 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >>>>> >>>>> The only thing that comes to mind is the dofile. In the beginning of >>>>> templemap.lua there is a part that looks like this >>>>> ----------------------------------------- >>>>> --Geometry >>>>> ----------------------------------------- >>>>> >>>>> dofile("./scripts/maps/templemap_geometry.lua"); >>>>> >>>>> >>>>> Just make sure that is accurately updated. >>>>> >>>>> On Tue, Jul 7, 2009 at 1:40 PM, Nick Klotz <roracsenshi@xxxxxxxxx> >>>>> wrote: >>>>>> >>>>>> In order to break it down into separate maps I want to move and rename >>>>>> some files, specifically these changes: >>>>>> Add folder FirstTemple inside scripts/maps >>>>>> >>>>>> Rename templemap to FirstFloor >>>>>> Rename templemap_geometry to FirstFloor_Geometry >>>>>> >>>>>> Move FirstFloor and FirstFloor_Geometry to new location >>>>>> scripts/maps/FirstTemple >>>>>> >>>>>> >>>>>> Kent, will any of the above changes effect your scripts? >>>>>> >>>>>> PS: All art will stay inside its current folder. >>>>>> >>>>>> On Tue, Jul 7, 2009 at 3:37 PM, eric drewes <figarus@xxxxxxxxx> wrote: >>>>>>> >>>>>>> just break it down into different maps, why not? >>>>>>> >>>>>>> On Tue, Jul 7, 2009 at 4:07 PM, Kent Petersen <kentkmp@xxxxxxxxx> >>>>>>> wrote: >>>>>>>> >>>>>>>> There will be more work depending on how exact you want it. I could >>>>>>>> use the gridtest system I set up to determine where the player is when >>>>>>>> they >>>>>>>> fall down. All and all, it doesn't seem to difficult to have that >>>>>>>> happen >>>>>>>> >>>>>>>> On Tue, Jul 7, 2009 at 1:05 PM, Kent Petersen <kentkmp@xxxxxxxxx> >>>>>>>> wrote: >>>>>>>>> >>>>>>>>> Yes you can >>>>>>>>> >>>>>>>>> On Tue, Jul 7, 2009 at 1:02 PM, Nick Klotz <roracsenshi@xxxxxxxxx> >>>>>>>>> wrote: >>>>>>>>>> >>>>>>>>>> My two biggest concerns with designing the temple as one large map >>>>>>>>>> instead of breaking it down are: cost issues, and being able to see >>>>>>>>>> other >>>>>>>>>> parts of the temple before you're supposed to (via camera angle). >>>>>>>>>> >>>>>>>>>> Unless these can be put to rest by using different techniques (ie: >>>>>>>>>> not loading certain parts into memory until they're within a certain >>>>>>>>>> distance) or some other way I haven't come up with, I will begin >>>>>>>>>> constructing the second part of the temple as a separate map. This >>>>>>>>>> brings >>>>>>>>>> up another questions however. Is it possible to have the player >>>>>>>>>> fall into >>>>>>>>>> the basement in a specific position depending on which tile the >>>>>>>>>> player falls >>>>>>>>>> through? >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> > >