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Text File | 1997-07-28 | 4.1 KB | 85 lines | [TEXT/TBB6] |
- Sierra Game Engine in Macromedia Director
- ---
- Brought to you by DaFedz
- - dafedz@usa.net -
-
- Conditions:
-
- 1. The content in this read me can not be changed in any form without consent
- of me (dafedz@usa.net). This file must be included with all of the included
- files. If any of these are missing, please download a fresh archive before
- distributing it.
-
- 2. Any code or content of the script included can be used in any program. I
- don't require that you give me credit for the code, but there are a few
- things that I am requesting:
-
- a) I want to recieve notice of, and a free copy of any program that is made
- using this engine.
-
- i) Should the program be shareware, I want full registration of the
- program for free.
-
- b) If you modify the engine and make it better in any way I want to get
- notice of, and a free copy of the new file with modifications.
-
- Thank you for following these few conditions to make my, and your life better.
- I will be taking the support and feedback I receive from this project before
- releasing any other public domain projects.
-
- Included Files:
-
- Engine - A director file (created with Macromedia Director 6) that contains
- scripts for a sierra style engine based on a main character sprite
- moving to a spot that you click. This specific file uses a rolling
- eight ball as the main character.
-
- Projector - The compiled version of Engine. This is for use by people who
- don't yet have a copy of Director that can read Engine. You do not
- need any special extensions. It is compiled to run properly on both
- 68K machines and PowerMacs. You need at least 2048K of RAM free to
- run the projector, but 6144K is recommended.
-
- Script - The main script file that the engine works on. This is an exact copy
- of the script as used in the actual file. It includes extensive
- commenting that explains the processes by which the engine runs.
-
- Problems/Notes:
-
- Jaggedness - When the sprite moves at certain angles it appears to be vibrating
- rapidly and this can ruin the appearance of a smooth transition. If
- you watch the variable movetype you will see that it is caused by
- the calculations coming up with alternating angles to move in. There
- may be a way to fix this by altering the boundaries that call on each
- angle.
-
- Obstacles - I have not yet come up with a method of including a modular method
- of incorporating obstacles. My thoughts are to have several base
- scripts that contain behavioural information on different sided
- polygon obstacles that require only the angles of each side which the
- obstacle will provide in it's script. Then it will be simple to alter
- the path of the sprite to match the angle of the surface it hits.
-
- Scaling - One of the things often found in this type of engine, is that the
- sprite will scale smaller as it moves away, or higher up on the
- screen, and larger as it moves closer. This shouldn't be to hard to
- do by using a ratio of the height of the sprite on the screen and the
- amount scaled.
-
- Speed - Speed could become an important factor as complexity increases. You
- may already have noticed that when the sprite is moving behind the
- title in the projector, it slows down noticeably. Fortunately, a game
- would rarely need such a complex foreground, but the slow-downs may
- still become quite annoying. This is a problem that I am afraid I
- can't fix. All you can do is make your game so that complex fore-
- grounds are scarce.
-
- I have not yet tested the sprite moving over a background. I will
- most likely be trying that soon, after I have set up the modular
- obstacles.
-
- Contact Information:
-
- You can always email me at dafedz@usa.net for updates and other information.
- I always enjoy messages that just say hi, or tell me about some ideas you
- have and would appreciate anything you have to say.