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Hmm... what kind of "low-level" features are you looking for, more specifically?

Just paste (or draw) each picture onto a card, and put a transparent, don't-show-name button over each hotspot. on mouseUp go to card <whatever> end mouseUp. Done.

Maybe some mouseEnter-type handlers for fancy navigation cursors, and possibly some resize logic so that the game can be played full-screen.

As for saved games, just save the name of the card or some such, along with any inventory you might be keeping (remember that there was really very little in the way of game state in Myst, but of course it would be possible to do extensive tracking of game state in Rev if you really wanted to.)

Myst is actually a *very* simple game from the perspective of the engine (the later follow-ups to Myst have become slightly more complex); what really sets it off is the artistry and the puzzles that were used (none of which would be difficult at all to do in Rev).


On Dec 24, 2004, at 9:25 AM, Marty Billingsley wrote:

 Roger Kenyon <[EMAIL PROTECTED]> asks:

I can find no dedicated Mac OS X game engine for point-and-click adventure
games in the spirit of Day of the Tentacle, Monkey Island, Sam & Max.


Do you know of any point-and-click adventure games made with Revolution?
General multimedia tools don't take care of the low-level game management
and there are few or no adventure games templates. Revolution has potential,
but I would really like a template.


Would anybody be open to making a Revolution point-and-click adventure game
to guide others?

My 8th grade students make adventure games in Rev every quarter. I don't
actually know that much about gaming, so I'm not sure what a template
would provide for you that you couldn't program yourself.


To get them started I show them Spelunx. Yes, I know it's really old
and lame and much better adventure games exist, but (1) it was made with
HyperCard, which impresses the kids, as they know it's a precurser to
Rev, and (2) we own it. That gets the the students thinking about the
kinds of things they can do themselves, and off they go!


We don't have a copy of Myst, or I'd show 'em that too.  Or maybe I
wouldn't -- it might intimidate some of the students; Spelunx seems
much more do-able.

I also had one girl who, although 13 years old, knew about the original
text-based adventure game, and re-created it in Rev. It was really
well done! (She admitted that doing a text-based game was underutilizing
Rev's features, but she wanted to do it anyway.)


So, what is a game template, and might one help my students?

  - marty

--
Marty Billingsley
The University of Chicago Laboratory Schools
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- -----------------------------------------------------------
Frank D. Engel, Jr.  <[EMAIL PROTECTED]>

$ ln -s /usr/share/kjvbible /usr/manual
$ true | cat /usr/manual | grep "John 3:16"
John 3:16 For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life.
$
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