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I had that Dream last night

PostPosted: Tue May 17, 2005 1:08 pm
by ingsan
Yesterday I made that dream. I woke up to work all day on it. See by yourself.

http://www.in-experience.org/GameEditor.html

What do you, guys, think of this ? Maybe it needs some modifications ... But I think the basic idea is there. Any other ideas ?

PostPosted: Tue May 17, 2005 9:59 pm
by jazz_e_bob
Some good ideas.

Don't forget...

You can get the name of the actor by hovering your mouse over it.

You can get its position by holding the mouse button down on it.


8)

PostPosted: Wed May 18, 2005 8:31 am
by ingsan
Yes that's true. But I was thinking of a more free and flexible way to easily get these information. I even thought that maybe the x and y coordinate boxes could be inputtexts so that you can numerically place your actors in scene. Another idea :idea:

PostPosted: Wed May 18, 2005 1:05 pm
by makslane
How the follow level must work?

PostPosted: Wed May 18, 2005 8:57 pm
by ingsan
Let's say we want to have 3 Levels in our game.


First step would be to create 3 Activation Regions.
We decide that the first region will be our first level, the second, our second level and the third, our third level.
The idea is that we will have to "link" these three regions : Region#1 will follow Region#2 which will follow Region#3
    Region#1 ---> Region#2 ---> Region#3


Actually in GE, right-clicking on an Activation Region shows you a dialogue which says "Remove Region".
Another feature could be added, for example "FOLLOW LEVEL"or something like that.

So, we right-click on the first region, choose FOLLOW LEVEL (a colored line just like the ActivationRegion one appears) and we click on the second region. We right-click on the second region, choose FOLLOW LEVEL and we click on the third region.

    Image

So, till now, we have pre-established that Region#1 will always follow Region#2 which will always follow Region#3.
We will then have to determine an action that will activate the Levels.

Let's say that if our actor in Level#1 collides with a door, Level#2 is activated.
So, onCollision event > Action "CHANGE LEVEL" (A dialogue like the CHANGE ANIMATION dialogue opens with options FORWARD, BACKWARD and LOOP).

    Image


As the levels are already programmed, you would be able to shift easily from one level to the other, loop, go backwards etc :idea:
Maybe that needs refinement, but it's the general idea.

PostPosted: Thu May 19, 2005 12:19 am
by willg101
Hey!
That sounds awesome!

PostPosted: Thu May 19, 2005 8:14 am
by ingsan
Hello Will. Thank you. Maybe there are other solutions to program levels. I'm gonna ponder on it.
See ya :wink:

PostPosted: Fri May 20, 2005 12:34 am
by willg101
Seriously though, this could make games with multiple menus and activation regions sooo much easier to work with!

PostPosted: Fri May 20, 2005 12:33 pm
by makslane
And about the view position?
Change the level = Move view To

PostPosted: Mon May 23, 2005 8:41 am
by ingsan
Yes, I forgot the VIEW.

Predeterminng Levels at the beginning of game programming will also predetermine the Regions' coordinates (that is, their coordinates is stored in GE right at the beginning). Shifting to and fro the different levels makes the view automatically equals the Regions' position (without any script writing).