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v2.7 features Displaying 1-5 of 5 total.
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invicticide
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Just a quick question that popped up suddenly. I know v2.7 supports free movement. Will it be able to do stairs (character moving horizontally adjusts vertically for incline automatically) and/or bridges (chr can walk under and on top of tiles).
Also, how about multiple obstruction, zone, and entity layers?
That is all.
--Invicticide
Posted on 2001-07-17 21:13:40
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andy
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The first effect is real easy, just tweak the x and y coordinates as they walk. Piece of cake.
The latter is on the list, but not for the first release. It's a significant architectural change, and it would take some time to implement. As it stands, v2.7 maps are very similar to their v2 counterparts, although all of the arbitrary limits are gone. (just about anything in v2 maps that is limited to some number or other is now limited to 2 odd billion) I also removed the CHR and movescript lists, you just enter the actual value in the entity dialog window now. (instead of putting the value in a list somewhere and entering the index in the entity dialog x_x)
"I can't wait for this latest pile of melodrama to disappear, so that the VERGE community can once again concentrate on games rather than on itself." -- Joe Lee
Posted on 2001-07-17 22:00:19
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Ulver
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yes? no? maybe?
Posted on 2001-07-18 06:29:16
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andy
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Resolution is limited by your card if you're running fullscreen. It's not limited at all in windowed mode. (try 1024x6 in windowed mode, it'll work)
It's like that in v2k and up too, by the way. (with the obvious exception that DOS verge doesn't do windows)
"Ignorance is its own reward" -- Proverb
Posted on 2001-07-18 09:15:42
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andy
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I just tested the opengl driver at 800x600x16, it was locked at my refresh rate. (65fps)
So.. yeah, cool. Fast and stuff. (if you have an OpenGL accelerated card, anyhow)
"Ignorance is its own reward" -- Proverb
Posted on 2001-07-18 09:22:07
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Displaying 1-5 of 5 total.
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