Video for RnDs

All about creating levels and level sets, custom elements and custom artwork.

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Alan
Posts: 661
Joined: Fri Jun 18, 2004 7:48 pm

Video for RnDs

Post by Alan »

Using the new commands, it's even easier than I'd imagined ;-)

First of all, this requires pre-3.2.0-6

My idea about using snake or zigzag movement to create a "video square"
isn't needed.

You simply draw a block (the size of your animation) and using the
reverse scan line (told you it would be handy Holger) you add 1 to it's
counter. Since it's reverse the value of the bottom right CE is set to
1 first, then the CE to the left of this one is set to 1, and the bottom
right is set to 2 (hope that made sense), when it's finished you have
a block of 1-81, all in order and the right orientation, but more importantly
the entire thing is made in one screen draw :-) (it does make sense if you look
at the level, honest)

To change the frame size set the CE's score to the max size of a frame
(in this case 80), now you can add or subtract this score to the
whole block, which gives us.........FMV! :-)

This also uses the large 2727 pcx I made, which did indeed come in
handy for visual debugging.

http://www.ambience.2restinpeace.com/fmv.zip


--------------

Oh here's a "line of sight" level (or flashlight), it's kind of useless but it looks
pretty ;-)

Doesn't use any new commands and so works in 3.1.1.

http://www.ambience.2restinpeace.com/los.zip
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Holger
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Post by Holger »

> Using the new commands, it's even easier than I'd imagined
[...]
> You simply draw a block (the size of your animation) and using the
> reverse scan line (told you it would be handy Holger) you add 1 to it's
> counter. Since it's reverse the value of the bottom right CE is set to
> 1 first, then the CE to the left of this one is set to 1, and the bottom
> right is set to 2 (hope that made sense), when it's finished you have
> a block of 1-81, all in order and the right orientation, but more
> importantly the entire thing is made in one screen draw

Wow! This looks very promising! I didn't expect that it would work that way!

Really a clever combination of those two new techniques! :-o :-)

> This also uses the large 2727 pcx I made, which did indeed come in
> handy for visual debugging.

Yep. And I don't dare to imagine what you would be able to do with this using "real" graphics (like an intro animation to your next level set ;-) ).

> Oh here's a "line of sight" level (or flashlight), it's kind of useless but it
> looks pretty

WOW! This is even cooler! And I don't think it's useless! You could do nice dungeon level sets with it, that use aggressive/deadly enemies that lurk behind walls and start moving when they are visually "discovered"! :-)

I mean, a main principle of these kind of games is that you can always see the whole playfield (well, at least part of it), while the player figure cannot see those things (like enemies and traps). With your "line of sight" technique, you could introduce completely new challenges and concepts!

Two very impressive CE technology drafts! :-)
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Darkon
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Joined: Sun Jun 20, 2004 9:19 pm
Location: UK

Post by Darkon »

When I first seen the line of sight demo, I expected it to be using the new variables along with the counter animations, so as the value decreases, the wall gets darker, however guess I was wrong :-p
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Alan
Posts: 661
Joined: Fri Jun 18, 2004 7:48 pm

Post by Alan »

Darkon wrote:When I first seen the line of sight demo, I expected it to be using the new variables along with the counter animations, so as the value decreases, the wall gets darker, however guess I was wrong :-p
Yeah, if I ever did it again like you said, I think I could do it using one CE for all the walls with counter animation..... ahhh well! :wink:
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