#13976 - Xax - Fri Dec 26, 2003 9:40 pm
These are some questions I had before I set to design my first engine. I could no doubt eventually figure them out on my own, but rather than waste hundreds of hours experimenting, I thought I'd see if anyone else already knows the answers. If you have anything to share at all, please do! =)
1 -- Controlling Animated Sprites
I'm wondering if I can use just one sprite to represent a door, in both opened and closed states. Can I use an animated sprite, and just freeze-and-unfreeze animations at my convenience? Or do all sprites have to animate at the same interval? It seems like a good way to use just 1 sprite for 8 frames, instead of using 8 seperate sprites. This is what I mean:
Different maps will re-use various tiles. Rather than having certain tiles taking up space in various tilesets, is it possible to have a master tileset in ROM with all the tiles in the game, and have the engine copy whatever tiles it needs to create a tileset for a particular map on-the-fly? Well, I figure it's possible, but how much time would it take to compose a full 1024-tile tileset on-the-fly? Would it be faster (let alone possible) to be regularly reading from the master tileset and allocating and deallocating tiles on the current map's tileset as needed?
3 -- Using a Master Map and Transitions
I've seen someone mention the possibility of "gluing" maps together, so that I can use multiple maps to make one gigantic map. Assuming that each individual map is using up most of its available resources (tiles, sprites, etc.), roughly how long would a transition to a similar map take? 1 second? 5? If I were to go with the master tileset idea in question #2 (using either method mentioned), and I carried over all of the tiles and sprites on the screen at the time that I transition to another map, roughly how long would that take? Note that I'm not making a fast-twitch action game; the screen will scroll relatively slowly, and the combat is turn-based. So even if transitions took a good 5 seconds or thereabouts, I would consider that acceptable.
4 -- Display Scrolling Based on Player Direction
And to finish, a relatively simple question. I'm considering having the display reposition itself depending on which way the player is facing. For example, if the player faces Left, the display quickly scrolls so that the player is near the Right edge of the screen, allowing the player to see further Left. If he suddenly turns Northward, the display quickly scrolls so that the player is centered near the Lower edge of the screen, allowing him to see further North. Has anyone seen or tried something like this? Is it at all disorienting?
Whew! Lots of questions. Hopefully someone out there will actually read through the whole thing (or at least one of the questions) and can grace me with their vast knowledge! Thanks in advance to those brave men and women!
Matt
Last edited by Xax on Fri Dec 26, 2003 10:59 pm; edited 1 time in total
1 -- Controlling Animated Sprites
I'm wondering if I can use just one sprite to represent a door, in both opened and closed states. Can I use an animated sprite, and just freeze-and-unfreeze animations at my convenience? Or do all sprites have to animate at the same interval? It seems like a good way to use just 1 sprite for 8 frames, instead of using 8 seperate sprites. This is what I mean:
- A) The first frame of the animation shows the door closed, and the animation freezes.
B) When the player opens the door, the next 3 frames animate to show the door opening, then the next frame, which shows the door fully opened, freezes.
C) When the player closes the door, the remaining 3 frames animate to show it closing, then loop back to the first frame.
Different maps will re-use various tiles. Rather than having certain tiles taking up space in various tilesets, is it possible to have a master tileset in ROM with all the tiles in the game, and have the engine copy whatever tiles it needs to create a tileset for a particular map on-the-fly? Well, I figure it's possible, but how much time would it take to compose a full 1024-tile tileset on-the-fly? Would it be faster (let alone possible) to be regularly reading from the master tileset and allocating and deallocating tiles on the current map's tileset as needed?
3 -- Using a Master Map and Transitions
I've seen someone mention the possibility of "gluing" maps together, so that I can use multiple maps to make one gigantic map. Assuming that each individual map is using up most of its available resources (tiles, sprites, etc.), roughly how long would a transition to a similar map take? 1 second? 5? If I were to go with the master tileset idea in question #2 (using either method mentioned), and I carried over all of the tiles and sprites on the screen at the time that I transition to another map, roughly how long would that take? Note that I'm not making a fast-twitch action game; the screen will scroll relatively slowly, and the combat is turn-based. So even if transitions took a good 5 seconds or thereabouts, I would consider that acceptable.
4 -- Display Scrolling Based on Player Direction
And to finish, a relatively simple question. I'm considering having the display reposition itself depending on which way the player is facing. For example, if the player faces Left, the display quickly scrolls so that the player is near the Right edge of the screen, allowing the player to see further Left. If he suddenly turns Northward, the display quickly scrolls so that the player is centered near the Lower edge of the screen, allowing him to see further North. Has anyone seen or tried something like this? Is it at all disorienting?
Whew! Lots of questions. Hopefully someone out there will actually read through the whole thing (or at least one of the questions) and can grace me with their vast knowledge! Thanks in advance to those brave men and women!
Matt
Last edited by Xax on Fri Dec 26, 2003 10:59 pm; edited 1 time in total