02-27-2017, 03:55 AM
ALSO!!! Just to let you know, Even though wall heights are set to a certain height, I NOW know you can use something like SephirothSpawn's Event Spawner to spawn events that are wall pieces at certain areas, so basically, if you have an event that mimics a LOWER wall, and want another event to jump to that same position, you can Sephiroth spawn an opposing wall, to build lower than wall height "fake" corners that can mimic multi height, as long as that fake wall appears as something convex form your "eye..."
With the right work, and careful understanding of events X & Y from the PLAYER X & Y, you can FAKE most things like shapes and angles. It takes a lot of work but you can render pictures and fog layers in 3d programs or something, and then apply them to your map. Event A is left of player by 1? angle him out a little bit, by 2? angle him out a bit more. Need a Dominant OVER THE WALL sized piece? Create it in some other image program and make it your own non-moving panorama.
So, say Character is at 5,2, and you know he should have a nice shot of the big castlepiece, and it will be slightly off center and take up THIS amount of space. Well you can create a panorama that acts as a skybox for your map that shows that piece as being larger than life in the center of the room.
This too will take a lot of work, but if you really want jaw-dropping visuals for your map, it's worth the gring. Remember FOGS and PANORAMAS are by essence going to move and scroll with your character movement, so if you don't want THAT to happen, you might find the node in the script that pans fogs and panoramas and click that off. Then, maybe even get rid of the movement factor so it's less like a Wolfenstein, and more like an Eye of the Beholder style of transition to the other position.
Basically, if you don't mind drawing, (or in my case rendering) all the positions on your map to give that immersive experience, you can have a rich world that's full of adventure.
(BTW, the fogs and PANORAMAS don't even have to be memory hogs, Panoramas can be JPGS, and FOG can be PNG but set to like 64 colors and a transparency layer, and they still look fine, matching up nicely with the already gritty nature of the FPLE.)
With the right work, and careful understanding of events X & Y from the PLAYER X & Y, you can FAKE most things like shapes and angles. It takes a lot of work but you can render pictures and fog layers in 3d programs or something, and then apply them to your map. Event A is left of player by 1? angle him out a little bit, by 2? angle him out a bit more. Need a Dominant OVER THE WALL sized piece? Create it in some other image program and make it your own non-moving panorama.
So, say Character is at 5,2, and you know he should have a nice shot of the big castlepiece, and it will be slightly off center and take up THIS amount of space. Well you can create a panorama that acts as a skybox for your map that shows that piece as being larger than life in the center of the room.
This too will take a lot of work, but if you really want jaw-dropping visuals for your map, it's worth the gring. Remember FOGS and PANORAMAS are by essence going to move and scroll with your character movement, so if you don't want THAT to happen, you might find the node in the script that pans fogs and panoramas and click that off. Then, maybe even get rid of the movement factor so it's less like a Wolfenstein, and more like an Eye of the Beholder style of transition to the other position.
Basically, if you don't mind drawing, (or in my case rendering) all the positions on your map to give that immersive experience, you can have a rich world that's full of adventure.
(BTW, the fogs and PANORAMAS don't even have to be memory hogs, Panoramas can be JPGS, and FOG can be PNG but set to like 64 colors and a transparency layer, and they still look fine, matching up nicely with the already gritty nature of the FPLE.)
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