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Re: [Adonthell-devel] Continued Map


From: Alexandre Courbot
Subject: Re: [Adonthell-devel] Continued Map
Date: 14 Dec 2001 14:46:01 +0100

> > Personally I'd go for option 2. I can have the graphics chopped in 5
> > minutes (in fact I'll do 'em now incase you decide to use it).
> > Option 1 would need slightly altered gfx above the entrance coz it would
> > look ugly the way it is at the moment (half the player would disappear
> > for no reasaon!) and in Option 1 you won't see the people outside
> > wandering around like you would in option 2 coz it would be a fake map!
> 
> I have to agree. Actually walking on the verander would be much nicer than 
> the current teleport. If cutting the gfx in half will do the trick, I'm all 
> for it.

I'll give it a try. Since the structure of the Inn is quite complex and
because there are also objects behind it, I'm not 100% sure it will
work. But anyway, the current transition is really unclear.

Some other thoughts:
-Solution 1 won't do it I think, because the others characters won't
appear. It will be obvious we're tricking there.

-Maybe we can trick another way. Say we center the mapview on the Inn,
so you see the entire veranda. Say then that a Python script draws the
player AFTER the mapview, at the level of the veranda, to make him walk
on it. How about this, if solution 2 doesn't work?

Alex.

-- 
http://www.gnurou.org




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