one thing at a time turbo (; hahah On Tue, Jul 7, 2009 at 5:24 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote: > 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? > >>>>>>>>>> > >>>>>>>>>> > >>>>>>>>> > >>>>>>>> > >>>>>>> > >>>>>> > >>>>> > >>>> > >>> > >> > > > > > >