Obey my... questions about activation radius!
Displaying 1-6 of 6 total.
1
Please enter a numerical value for the importance of this sticky.
Enter 0 to unsticky.
Keast

As the soon-to-be ruler of this board through the fact that I'm the only Verger alive and with questions, I demand you tell me how to modify entity activation radius. Having the player kiss the signs in a specific angle is sort of annoying.

Also, tell me either to start yet another topic or answer this simple riddle:
How do I... err, you... change an entity's size? As in, printing it twice the size to the screen and stuff.


Thaaaannkkkkssss my faithful subjects.

Posted on 2011-04-14 17:12:16

zonker6666

Ok here's how you would blit an entity at twice its original size...

first make a temporary buffer for it. and blit the sprite to it...

int tempSpriteBuffer=NewImage(ImageWidth(entity.frame[event.entity]), ImageHeight(entity.frame[event.entity]));
BlitEntityFrame(0,0, event.entity, entity.specframe[event.entity], tempSpriteBuffer);


Then, simply scale blit it to the screen -- or wherever you want.

TScaleBlit(0,0,ImageWidth(tempSpriteBuffer)*2,ImageHeight(tempSpriteBuffer)*2,tempSpriteBuffer,screen);



tah dah!!

Posted on 2011-04-15 23:16:12

Keast

Thank you! Tthough this gives me some weird stuff, I know what to begin with, so I guess I can sort that out myself. But the main question is still in there for you. Activation radius. Wohoo.

Posted on 2011-04-18 05:23:07

Overkill

Verge uses your entity's CHR hotspot to determine the activation range. And it will check if there is an entity that is within half your hotspot from where you're standing.

For most games (non-tile-based) this works well, and I've never felt I've needed this changed, if my hotspot was set properly. Changing your CHR hotspot will also result in modifying what areas of your entity can be obstructed when walking around.

But yeah, if your hotspot is smaller, you need to get closer to things before talking to them. You should be adjacent to (directly beside) an entity before activation happens. Expanding the activation to any range beyond this seems wrong.

If you're doing a tile-based movement system, you could make your hotspot the same size as the tiles you walk on, and it's guaranteed that you'll be able to talk to adjacent characters within a tile's range of you.

Just fix the hotspots to be the correct pixel size of your guy. It should "work".

I wouldn't be able to know what you're trying to do. If you're using "activation" as a way of attacking things for a zelda-like or something, you shouldn't do it like that. The engine is intended to let the player to interact with entities directly next to them, or zones directly beside or underneath them. If you need anything fancier than this, you will have to write new system code to handle it.

Posted on 2011-04-23 13:43:14

Keast

Hmhm, I'm really just doing the normal "activate sign to read" stuff, adjacent and hotspots are correct ("fools! insulting my skills with such simple a instigation"). But the close radius seemed really a problem to those I showed my WIP to. Maybe my friends are just les newbs.

Posted on 2011-04-25 17:30:45

Kildorf

Keast, sadly I think you'll need to write your own hook on the confirm button for this. That said, a configurable "activation distance" wouldn't necessarily be a bad thing to have -- would you like to stick it (and any other ideas you have) in the long-term ideas thread?

http://verge-rpg.com/forums/verge-developers-forum/a-dump-of-long-term-ideas-for-verge

Posted on 2011-04-26 08:11:44


Displaying 1-6 of 6 total.
1
 
Newest messages

Ben McGraw's lovingly crafted this website from scratch for years.
It's a lot prettier this go around because of Jon Wofford.
Verge-rpg.com is a member of the lunarnet irc network, and would like to take this opportunity to remind you that regardless how babies taste, it is wrong to eat them.