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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Nov 09, 2006 3:25 pm Post subject: |
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Actually flashlight scripts are a pretty huge task to implement. And you probably want to write a script before launching into graphics and tilemaps, because you don't know what restrictions you'll end up with.
Personally I would go with an unconventional approach and reserve a 16x10 part of the map somewhere, and render the tiles there, scripting all heroes and npcs.
You could attempt to scab a working flashlight script off someone who's written one :) _________________ "It is so great it is insanely great." |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Thu Nov 09, 2006 5:51 pm Post subject: |
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| I guess the best way would be to use NPCs that cover tiles, and figure out when other NPCs come into the visibility. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Nov 09, 2006 9:45 pm Post subject: |
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As in, black NPCs to cover up tiles you can't see? Well, that might not the best way of doing it. Normally you draw several versions of each tile on a scale from lit to unlit, to easily adjust the light level on each tile. Sure, you could dither black over the tiles... and save alot of tileset space.
Also, covering the whole screen with NPCs tends to be slow, and you'd have to clean up NPCs behind yourself. _________________ "It is so great it is insanely great." |
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