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Title: * Scenario 3 Engine *


dw817 - March 22, 2008 02:54 AM (GMT)
OK Hello !

This is looking a little better now.
One of the biggest difficulties I had in writing S2 was that there were no ZOrder planes to build on.

Here is the proposed set I am working on:
CODE

' NORMAL MAPPING ZOrder
' 0=Cursor
' 1=Text, Font, and Icons (dialog windows)
' 2=Frames (dialog windows)
' 3=Text, Font, and Icons (normal windows)
' 4=Frames (normal windows)
' 5=Torchlit View
' 6=Weather & FX
' 7=Tiles appearing above Sprites (cross-columns, etc)
' 8=Magic FX, Sparkles, etc
' 9=Sprites
'10=Tiles Inserted Above (tables, chairs, etc)
'11=Tiles Level (walls, floor, etc)
'12=Scrolling BG (water, desert, fire for torches, etc)

' COMBAT ZOrder
' 0=Cursor
' 1=Text, Font and Icons (dialog windows)
' 2=Frames (dialog windows)
' 3=Text, Font, and Icons (normal windows)
' 4=Frames (normal windows)
' 5=Weather & FX
' 6=Magic FX, Sparkles, etc
' 7=Sprites
' 8=Critters
' 9=Combat Backdrop


Before in S2, I had to redraw the screen when I did a Dialog Window, now I don't have to, and yes, there are 4 levels of tiles (ultimately).

Above Sprites
Tiles Beneath Sprites (but above lower layer)
Lower layer Tiles
Scrolling BG Tiles

Why reserve a ZOrder for scrolling BG Tiles ?
since B4GL has no ability to change the actual pixel contents once they are loaded, this is the same technique I used for GBA S3 (the 4th lowest ZOrder) to give the illusion of scrolling water, and, if in a city, scrolling fire (just plot color r00g00b00 on your tile to have it shine through).

Quite a bit !
Since B4GL can use JPEGs, I am definitely going to have storyboards, and quite possibly mandatory storyboards when you are conversing with a merchant.

CODE

http://www.mediafire.com/?izyuqn3nlsn


That's all for now ! (and yes, my sourcecode and all work have just been backed up so I won't lose it !)




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