Nilrem Posted June 3, 2003 Posted June 3, 2003 Ok, I was just wondering about the game mechanics behind MI1, mainly walking around, I'm probably going to stick with my current method of meshing for my 2D remake version, however I don't know how MI1 handled on screen walking etc, did they use a box grid type method? I was just curious, as I really want to look into it to see their method compared to my method, but I cannot find any relevant pages or info.
Benny Posted June 3, 2003 Posted June 3, 2003 Yeah box grid, to see look at the boxd block in a room in scumm revisited. Click view boxes and view background when the window opens.
moebius Posted June 3, 2003 Posted June 3, 2003 As far as I know, and if you are interested in pathfinding, one of the best is the A* search/pathfinding algorithm. Just make a quick search at Google and you will get lots of useful information, and even sample implementations. If you are curious, I can tell you that pathfinding is one of the problems that artificial intelligence tries to solve. Nearly all book on AI discuss a bunch of pathfinding techniques and algos. Some are better in certain circumstances, but in general A* will perform politely and with a fairly good speed in any situation.
Nilrem Posted June 3, 2003 Author Posted June 3, 2003 Thankyou Moebius, I will do that, and thanks once again Benny, I'll try that just to see an example.
Cutthroat_Nick Posted July 20, 2003 Posted July 20, 2003 The use of boxes occurs in all Lucas Arts SCUMM games, doesn't it?
moebius Posted July 21, 2003 Posted July 21, 2003 As far as I know, all Lucasarts' games that use SCUMM use the walk boxes.
Nilrem Posted July 21, 2003 Author Posted July 21, 2003 I'm currently using a different method, I have a hidden screen of the current backdrop, and it is white and black, black been the walkable parts and white been not walkable.
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