Overworld Map controls

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Overworld Map controls

Post  Admin on Wed Jul 20, 2011 7:11 am

K, so I've been pounding out code for the past few days when I had time. This was partly working on the engine, and partly getting the rust off as its been a while since I've done AS3.0. You'll be happy to know I have the architecture for state and map transitions drawn up and the basic of the code have been tested now and are working (finally). Before I go any further into map handling though I need to know how we want the overworld to control. I'll show you the different examples of what I mean visually here: https://i.imgur.com/PrANt.png

The code's not a huge problem, I always have the basics of it done but commented out in the code I currently have written in case we wanted to go with scheme 2. Also, there are probably other schemes, if you have any in mind lay them out here for discussion.

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Re: Overworld Map controls

Post  SushiGummy/GeorgeBoden on Wed Jul 20, 2011 8:34 am

I prefer scheme 2.
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Re: Overworld Map controls

Post  jordan on Wed Jul 20, 2011 12:54 pm

I agree with George, scheme 2 is definitely the way to go. As long as it isn't going to take an excessive amount of extra time to go I vote for this. Never been a fan of games where the player is always in the center.
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Re: Overworld Map controls

Post  Admin on Wed Jul 20, 2011 3:12 pm

Oh now I remember another scheme. The third Scheme would be a old LoZ kind of view. All maps are basically the size of the screen and there is no scrolling background. Your player moves freely across the entire map, but you need to cut larger maps into smaller, stage view sized areas. Think of Link to the Past, Links Awakening, etc.

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Re: Overworld Map controls

Post  DoctorRheet on Wed Jul 20, 2011 8:22 pm

2.
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