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Example of point'n'click adventure engine (SecondBASIC).

Posted: Mon Feb 05, 2018 1:00 pm
by Tomahomae
Character's moving between interactive objects on the screen is realized already. I planning to realize the "look", "talk", "take" and "use" functions also in future.
The only problem is to make an object name text to appear one tile right from arrow pointer during pointing to object with a "mouse".

Screenshots is here.

Download here:
Point-n-click example.rar
(14.51 KiB) Downloaded 82 times

Re: Example of point'n'click adventure engine (SecondBASIC).

Posted: Mon Feb 05, 2018 1:16 pm
by cero
Please use some other service than Yandex Disk... After opening that link, it caused my browser to use 100% cpu and RAM was climbing above 4GB when I killed it. Probably a JS miner.

Re: Example of point'n'click adventure engine (SecondBASIC).

Posted: Mon Feb 05, 2018 1:53 pm
by Tomahomae
cero wrote:
Mon Feb 05, 2018 1:16 pm
Please use some other service than Yandex Disk... After opening that link, it caused my browser to use 100% cpu and RAM was climbing above 4GB when I killed it. Probably a JS miner.
OK. Now link leads to Google Disk.

Re: Example of point'n'click adventure engine (SecondBASIC).

Posted: Mon Feb 05, 2018 2:05 pm
by Miquel
Tomahomae wrote:
Mon Feb 05, 2018 1:00 pm
The only problem is to make an object name text to appear one tile right from arrow pointer during pointing to object with a "mouse".
And why is that a problem?

Re: Example of point'n'click adventure engine (SecondBASIC).

Posted: Mon Feb 05, 2018 2:30 pm
by Tomahomae
Miquel wrote:
Mon Feb 05, 2018 2:05 pm
Tomahomae wrote:
Mon Feb 05, 2018 1:00 pm
The only problem is to make an object name text to appear one tile right from arrow pointer during pointing to object with a "mouse".
And why is that a problem?
Because it's very important in point'n'click adventures to warn the players when they pointed to an interactive object in order to rid them of unnecessary pixel-hunting.

Re: Example of point'n'click adventure engine (SecondBASIC).

Posted: Mon Feb 05, 2018 7:13 pm
by Chilly Willy
You don't necessarily need to use a name, just some kind of feedback. A number of games change the pointer shape depending on how (or if) you can interact with the object under the pointer.

Re: Example of point'n'click adventure engine (SecondBASIC).

Posted: Tue Feb 06, 2018 6:08 am
by Miquel
Tomahomae wrote:
Mon Feb 05, 2018 2:30 pm
Because it's very important in point'n'click adventures to warn the players when they pointed to an interactive object in order to rid them of unnecessary pixel-hunting.
No, I meant technically speaking what's the problem?

For example, if you can warrantee a top limit of characters you can use sprites to display the name. Then I will left planeA free to allow the player to squeeze between the scenario, for example.

Works as well for the "aura" proposed by dear friend Chilly Willy.

Re: Example of point'n'click adventure engine (SecondBASIC).

Posted: Tue Feb 06, 2018 1:02 pm
by Sik
The issue with pixel hunting is that it's not obvious that there's anything there at all until you pass the cursor over it anyway. You want to make it obvious that something is actionable just from how it looks (mind you, more feedback is always welcome).

As for the technical problem, yeah more details could be useful if you want help with that :v