>
> > > Okay, then stop talking and make an editor!
> >
> >Good design includes that you don't just start programming, but decide
> >exactly what it is you want to make first.
>
> and I guarantee you forget something.. really.. this will happen!
>
>
> >Another issue: how should properties of tiles be handled? For example,
what
> >tiles you can walk through (open ground) and what tiles block you
(walls).
> >And there could be tiles that cause damage (lava, thorns), or cause your
> >movement to become different (ice, water, strong wind). Or tiles that
> >trigger special events (character or monster appears, sound is played,
> >secret is revealed).
>
> tiles that cause events should by my opinion be handled by using
triggers..
> like I drawed before:
>
> ************
> *.............*
> *.............*
> *.............*
> *.............*
> ************
>
> could be a walk-map with walls.. collision with walls could be checked by
> using top-view style rpg.. but drawing ofcourse is 3d/birdview

Why have tile properties?  The PA3 engine works as follows: every area has
its own program file. Events triggered in the engine call standard routines
in the area program files.

There is one event that occurs every step the player walks. So every step
the player walks (in other words, every time the engine is looped), it jumps
to this event (subroutine) in the area program

Now, here you can do whatever you want. If you want something to happen when
the player is in room Z, at the
coordinates X,Y,  why, you simply use an IF THEN routine and jump to the
appropriate event...  If the player is not there, you can check for
something else. If all the checks have been done, the routine returns to the
main engine.

Peter Meulendijks
UMAX



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