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Actionsoft's latest game, Midnight Mansion 2: The Haunted Hills,  includes 28 mansions. The 8 Built-in mansions have 3 difficulties along with 4 extra custom mansions. We don't have that many other custom MM2 mansions yet. Design your own custom mansion! Info below.  You can find out more about the game here.

The original Midnight Mansion game contains over 150 mansions. The 8 included mansions which have 3 difficulty levels each, and about 115 approved custom mansions which you can download here and also several freely uploaded mansions. To know the difference between these three types of mansions, click here.

Are you a creative person and thinking of designing a mansion yourself? Or want to know about how to upload it? Click here and we'll show you! You'll find guidelines for betatesters here.

News:
Midnight Mansion 2: The Haunted Hills version 1.0.2b has been released. This fixes a bug in Jasperlone Mountains Hard. Simply re-download the game, bring over your custom mansions folder from the old version and play on. All your saves and high scores will not be changed.

Midnight Mansion HD (MM1) is now available at the Mac App Store and at the Actionsoft website. A Windows version is now available.

Here is a list of downloadable MM1 HD ready custom mansions, which also work in the Windows version of the game.

The MM2 custom mansion Hanging Gardens of Babylon by Freddy/SandyBean/Josephine/brell was updated on 19. Nov 2023 to add a fourth section. Available here


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Re: Another wish for the new sprites feature list (Read 3215 times)
Anthony
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Re: Another wish for the new sprites feature list
20.02.2007 at 07:51:19
 
Why don't you just make it a sprite that moves like a bag like Joeb said?? Like a background picture? (This is sorta what Joeb said)
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Anthony Duchesne ~ Original designer of Castle Basano, Leofani Manor and Jasperlone Mountains
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Psychotronic
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Re: Another wish for the new sprites feature list
Reply #1 - 20.02.2007 at 09:57:24
 
My guess is that the background tiles are not C objects. I think the tile layers are simple arrays that refer to visual object IDs in a grid layout (apologies if I'm not using the right terminology). It would take a total restructure of the layer system to make any tile move in an increment that wasn't exactly equal to the width of a tile.

EDIT: Oh, wait. You're not talking about tiles. Nemmine.

One big problem I can think of, now that I've caught myself up with the conversation, is that Jack and the other creatures aren't currently programmed to check for horizontal collisions with any sprites. They only react to horizontal collisions with tiles. They check for vertical collisions with moving platforms (some of them), but they would need a whole new set of routines to deal with the walls of, say, an elevator.
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VernJensen
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Re: Another wish for the new sprites feature list
Reply #2 - 20.02.2007 at 13:26:01
 
Joe, it's a lot more complicated than you may think. The original poster requested being able to "build onto" platforms. This would imply not just one brick, but perhaps a whole wall of bricks, each on top of the other, riding on the moving platform. Problems:

1) Tiles don't move. So I'd have to add new "wall tile" sprites, of every conceivable graphic, as a sprite, and program all monsters / Jack / etc. to treat them as normal walls.

2) The "building on top" of each other element would be very hard. When the platform moves, the brick riding on it would have to detect that it's on a moving platform, and therefore offset itself accordingly. BUT -- so does the brick "on top" of this brick! And so on.

There are plenty of other potential problems. For instance, a moving platform should turn around if the bricks "built onto" it hit a wall, even if the platform itself hit nothing. That would be really hard!

And from experience, I know that there are probably other problems I haven't even considered that I would discover once I tried to implement somethign like this.

BTW, the game is done in straight C, not C++, so there are no objects. I wish it were in C++... that would've made a lot of things easier. But I didn't learn object-oriented programming until I was nearly finished with the game.
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