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Manipulation of anamation images

PostPosted: Mon Feb 06, 2006 1:13 am
by <Endoid>
For 3d games with walls, I thought that I could take the wall anamation and enlarge it as the charecter moves closer to it. I'm not sure how I could do that, and I don't know if I would have to use an external image editor to do it or Its even possible. Can anyone help me.

PostPosted: Wed Feb 08, 2006 12:25 pm
by Troodon
You must do it with external image editor. When actor moves towards the wall, animation direction is forward. When actor is stopped, animation direction of walls are stopped.

With what

PostPosted: Fri Feb 10, 2006 3:45 am
by <Endoid>
Thanks tekdino.
so you're suggesting I create an anamation with a wall getting larger and larger?

PostPosted: Fri Feb 10, 2006 11:52 am
by Troodon
Yes.

I'm only wondering how you can do the collision with walls.

PostPosted: Fri Feb 10, 2006 1:55 pm
by Kodo
Probably the easiest approach would be to not do 3d at all, not even walls that animate so they look like they are moving. I would go for tile based movement and cheat the 3d just like they did in Dungeon Master or Eye of the beholder. There is no 3d, simply two or three wall images and two or three floor images that are displayed around the player in a certain way as the player presses their movement buttons. The maze itself would need to be plotted out on graph paper then transferred into some sort of numerical data which could be interpreted by the maze generator. It’s a lot simpler (but not easy) and maps in theory could be generated in no time at all or even generated automatically. There are a couple of very good Dungeon Master clones for PPC out there, great games! In fact I might do some tests on this method when my current game is complete, just out of curiosity :)

PostPosted: Fri Feb 10, 2006 3:35 pm
by Troodon
And of course you can do a game where you move only one step in one room...

PostPosted: Fri Feb 10, 2006 10:22 pm
by Mardi-Gras
I'd completely forgotten about that style of game, Dr Reed! Nice post, ingenius solution.

PostPosted: Sun Mar 26, 2006 12:49 am
by Fuzzy
Chop the graphics into segments that appear on the left and right sides of the screen, as well as centers.

What I mean is, You make tiles that will be layed on top of each other, partially blockig the view of others, creating the illusion of depth. By using segments, you can reduce file and game size. I'll whip up and example, and post the images here.

brb.

Image

Image

So as you can see, you only need to build the view out of tiles that comprise segments of the view; just the parts that change.

From there, you start drawing with the furthest parts in view, and lay image segements overtop of that. You use the Vertical lines as division points. Draw the far center first, then the far left and right, then work your way forwards, overlaying as you go.

Please draw a nicer dungeon hallway than i did. I would draw no more than 5-6 steps in depth; it gets awfully small after that.