the best metod to do point and click adventure screens...
CasualEvolution
Member, PRO Posts: 543
Hi, (excuse my English) I'm working on own template to build an adventure of a point and click. I have a doubt about which system should be used to build the multiple screens:
1 - on the one hand, I can base the different screens in scenes GS, for this I have to be able to keep all information relating to each scene. Well to go to another and back this is "reset" to its initial state, which is already a problem, you can set starting something for every scene stays like this when leaving and returning to it? (Question 1a).
Part of the problem is that some objects in the scene and they should not be and there are new, compared to the original scene. Also "problem" with respect to load scene is slow and I have seen that is recommended to work in a single scene to avoid load times between screens, however I have not seen this recommendation in games like this.
2 - The option to create all the screens in the same scene, has the advantage of reducing the load time between screens, it does not change of scene. However I think it can be tedious build each screen, note all positions and scales of objects in a table, delete them, and assemble in the same place the next and repeat the process. Is this the method? (Question 2a)
It would be very useful if using "save table", the positions of objects in each screen is saved automatically when running the viewer and I can move on to build the next and repeat the process, and the position and scale of each object is "notes" automatically , I mean? (Question 2b, is that possible?)
3 - or should I use another method more efficient?
Well, I am new but eager to learn! thank you in advance for the help.
1 - on the one hand, I can base the different screens in scenes GS, for this I have to be able to keep all information relating to each scene. Well to go to another and back this is "reset" to its initial state, which is already a problem, you can set starting something for every scene stays like this when leaving and returning to it? (Question 1a).
Part of the problem is that some objects in the scene and they should not be and there are new, compared to the original scene. Also "problem" with respect to load scene is slow and I have seen that is recommended to work in a single scene to avoid load times between screens, however I have not seen this recommendation in games like this.
2 - The option to create all the screens in the same scene, has the advantage of reducing the load time between screens, it does not change of scene. However I think it can be tedious build each screen, note all positions and scales of objects in a table, delete them, and assemble in the same place the next and repeat the process. Is this the method? (Question 2a)
It would be very useful if using "save table", the positions of objects in each screen is saved automatically when running the viewer and I can move on to build the next and repeat the process, and the position and scale of each object is "notes" automatically , I mean? (Question 2b, is that possible?)
3 - or should I use another method more efficient?
Well, I am new but eager to learn! thank you in advance for the help.
Comments
Some games have literally hundreds of scenes, and they run fine. You would have way too much clutter, and too many x and y positions to load and save if you tried to do it all in one scene. It would be a nightmare compared to just using different scenes.
I know that I can save in a table, the positions in which he was all to recreate the scene again, however depending on the application the solution is not obvious, it is not always enough to save positions.
There may be items that when you leave the scene were gone, because I destroyed, or may have objects created new, so not only involves moving the elements to their previous positions.
So if you do not get wrong, the solution that I have to go through all possible object to that scene and spawn thereof as the same will be found or not when leaving the scene.
In which case what I want to do is that when returning to the scene, there is no object, then I have better to do spawn in the same ... then again I see the conflict that I can not "build" screen putting and distributing objects visually, because they will be spawned to start the scene ... which again puts me in nonvisual solution, because I have to go in a table storing positions to spawn these every time I step on the scene (which is also a process that consumes time on each screen change).
I hope I explained and because I have this conflict, I want the most elegant and efficient.
You can do different from what I comment?
thanks
https://itunes.apple.com/us/app/the-riddles-of-fingerling/id644177060?l=it&ls=1&mt=8
Every different "room" is a different scene, and I think that my game has pretty fast loading time.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
The GS-Helper one looks very good though... although by the looks of the video it may not include a setup for changing from scene to scene as you go to different rooms.
To make it work in your game so you can leave a scene and revisit it you need to change game.attributes to save the settings of each room. So when a room loads up it can check to see if something has been activated/collected/destroyed etc. Every time something in a room is changed, have it change in a game.attribute or in a table so it can be checked each time a scene loads.
As well as just changing these attributes for the scenes to know what state they're in, you'd also want to add a 'save key' behaviour for each one at some point so players can leave the game and revisit it.
Good luck
Currently as I have ready all that is the inventory system and the logic of point and click, now I have to define whether I'm going to build screens in the same or in different scenes.
But today I'll start with the option of having each screen in a scene, but I see that there is a problem as I mentioned earlier.
I wonder if it will be very difficult to implement even the GS team, the ability to set it to leave the scene everything stays frozen so the back is the same ... in the scene rather than being reset each time.
I will tell how it goes.
thanks