Overworld Map controls
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Overworld Map controls
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.
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.
Re: Overworld Map controls
I prefer scheme 2.
SushiGummy/GeorgeBoden- Posts : 22
Join date : 2011-07-03
Age : 32
Re: Overworld Map controls
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.
jordan- Posts : 42
Join date : 2011-07-03
Age : 36
Location : Pittsburgh, PA
Re: Overworld Map controls
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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