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bigmac- 02-15-2006
TIMe Ideas (add your own!)
:idea: Fron John Green: what about a TIMe for use with multiple characters such as "followChar". This would be for characters the player doesn't control, but would follow him around, like that little robot in "Beneath A Steel Sky" or Timmy the Monkey in MI. The developer would need to define a lot of parameters, like walk speed, if the character conforms to walkable areas (ie, flying characters wouldn't), and what the minimum vertical and horizontal point distance from the player the NPC should try to maintain. I understand this would probably require a lot of work. It could come in handy for lots of things, even cutscenes (if for nothing else). One example would be a character knocks a beehive and you want bees to fly out and hover over the characters head as he runs around. Or a sequence where you want a rain cloud constantly floating above the character.

bigmac- 02-15-2006

:idea: TIMe to adjust light matrix at run time.

bigmac- 02-15-2006

:idea: a TIMe to restrict events from happening in all but a specific room :arrow: Definately. This is an easy add-in so will be addressed.

bigmac- 02-15-2006

:idea: a TIMe to immediately reposition an element onscreen without animating it to the new location. A 'teleport' action you might say. :arrow: Sure. another easy add in, expect to see it in the next release!

lord_noodle- 02-16-2006

:idea: A timer TIMe. You will have to input an amount of time and after that time something (another TIMe) will be used. Please make some of the new TIMe's work on LASSIE(not AS)... :cry: I dont really want to use LassieAS. :idea: maybe you can make another TIMe cast that we could fill with our TIMes. :wink:

bigmac- 02-16-2006

:idea: A timer TIMe. You will have to input an amount of time and after that time something (another TIMe) will be used. Please make some of the new TIMe's work on LASSIE(not AS)... Good idea. It would be a little tricky, but definately doable. Sadly, no... I'll most likely NOT be persuing further developments to Legacy LASSIE. The Flash player has much more potential (both because of the Flash architecture and the Lassie system developed with it), so I find it much more interesting to work with. I was getting pretty bored with the anal-retentive confines of Director (and what's the point of a boring hobby?). As for writing your own TIMe's, Ohad, just use that 'assets.cst' that you are working with. Any movie scripts that you compose in there will be accessible within the game player. You will just have to remove the editor block against logging unrecognized TIMes.

lord_noodle- 02-17-2006

:idea: A timer TIMe. You will have to input an amount of time and after that time something (another TIMe) will be used. Please make some of the new TIMe's work on LASSIE(not AS)... As for writing your own TIMe's, Ohad, just use that 'assets.cst' that you are working with. Any movie scripts that you compose in there will be accessible within the game player. You will just have to remove the editor block against logging unrecognized TIMes. How can I do that? As for the assets.cst I am having a problem: The hebrew support working well and the "use X on X" I still need to check but when using "look/Use/Talk at X" its still shown backwords: its: Look at X needs to be: X look at -Another thing: Can you make me a variable list of all the variables used in the player?

phwhitfield- 08-13-2007

What a about a TIMe to check if some object is already in the inventory. something like _ifInventorySkip? Could save us a few variables.

bigmac- 08-13-2007

What a about a TIMe to check if some object is already in the inventory. something like _ifInventorySkip? Could save us a few variables. I like it... simple, easy, and unobtrusive to the rest of the program. Very easy to do! I'll add this into the player in time, but in the mean time, I'll post a code snippit that you can plug into your project file that will do this.

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