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pnc [2017/10/27 11:58]
AnvilHouse [Set Vanishing Point]
pnc [2017/11/30 05:17] (current)
Lee
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 The **[[http://​store.steampowered.com/​app/​567360/​001_Game_Creator__Point__Click_Adventure_Kit/​|Point & Click Adventure Kit]]** is available on Steam as optional DLC. This page explains some of the core functionality present inside this template. The **[[http://​store.steampowered.com/​app/​567360/​001_Game_Creator__Point__Click_Adventure_Kit/​|Point & Click Adventure Kit]]** is available on Steam as optional DLC. This page explains some of the core functionality present inside this template.
 +
 +===== Adding Custom Images (Map Sprites) =====
 +
 +To create a custom **[[maps|Map]]** image you first need to create a new **[[sprites|Sprite]]**. Once you have a new **[[sprites|Sprite]]** you'll need to determine what the orientation of the **[[sprites|Sprite]]** is.
 +
 +For flat **[[Sprites]]** that the player walk on top of you will want to make the following adjustments:​
 +
 +  - Enable the "​Disable Depth" option
 +  - Open the **[[sprites|Sprite]]** Sequencer and ensure the X/Z position of the **[[sprites|Sprite]]** is 0 and the **[[sprites|Sprite]]** is set to orientate in the "​Z+"​ position
 +  - Move the **[[sprites|Sprite]]** so that the top of the **[[sprites|Sprite]]** rests on the Y=0 position (As shown with the bolder line)
 +
 +{{::​pnc_sequencer1.png?​400|}}
 +
 +For a tall **[[sprites|Sprite]]** that the **[[Actor]]** can walk behind you can use the default sequencer position and orientation,​ however you will want to make sure to set up a collision that fits the **[[sprites|Sprite]]** so the player is unable to walk through the object. It is recommended to use a "​Rectangle Collision"​ whenever possible, however for complicated objects you can use the "​Polygon Collision"​ instead.
 +
 +{{::​pnc_collision2.png?​100|}}
 +{{::​pnc_collision3.png?​200|}}
 +
 +----
 +
 +===== Template Types =====
 +
 +In the Point & Click template there are 3 different types of **[[templates|Actor Templates]]** available to be used by default.
 +
 +**Player** - This **[[templates|Actor Template]]** is used for the main player and should not need to be modified, you should instead edit the **[[Actor]]** in the **[[player|Players and Party Members]]** window.
 +
 +**Environment (Static)** - This is the **[[templates|Actor Template]]** you will be using for the bulk of your mapping. These are any scenery pieces from collectables,​ particles, background objects, etc.
 +
 +**Actor (Auto Scale)** - This **[[templates|Actor Template]]** is used for any **[[actor|Actors]]** that typically move within your scene along the Y axis. Any **[[Actor]]** belonging to this template will behave similar to the "​Environment (Static)"​ type, however when the **[[Actor]]** moves along the Y axis the movement speed and size of the **[[Actor]]** will scale in the same fashion as the main player.
 +
 +----
 +
 +===== Creating A Map Scene =====
 +
 +A **[[maps|Map]]** scene is made up of a bunch of environment **[[actor|Actors]]** which the main player moves and interacts with. A good starting point is selecting a ground tile to work with. In this example we are going to create a basic desert scene. You will want to make sure your **[[maps|Map]]** is in the "45 degree"​ orientation.
 +
 +----
 +
 +==== Setting The Background ====
 +
 +First we are going to give the **[[maps|Map]]** a nice gradient background by setting the background color inside the **[[environment|Map Environment]]** window.
 +
 +Next we are going to place the main ground layer. Using the **[[Actor]]** tool, click anywhere on the **[[maps|Map]]** and create an "​Environment (Static)"​ **[[Actor]]** and select your ground **[[sprites|Sprite]]**. Then using the Pointer tool (Set to "Move on Axis") move the ground until it fits your **[[maps|Map]]**. You can also use the scale option for the Pointer tool to resize your **[[sprites|Sprite]]** if needed.
 +
 +{{::​pnc_map4.png?​400|}}
 +
 +Repeating this exact same process I have placed a few dunes on the **[[maps|Map]]** to add a background and a foreground. Don't worry about going outside of the **[[maps|Map]]** as these will be cropped out as long as you have the "​Letterboxing"​ enabled. See "​Enable/​Disable Letterboxing"​ **[[customevents|Custom Event]]**. You can move the **[[sprites|Sprite]]** outside the bounds of the **[[maps|Map]]** by selecting the specific "Move X", "Move Y" and "Move Z" Pointer tool options.
 +
 +{{::​pnc_map5.png?​400|}}
 +
 +//Tip: You can disable the "Snap to Grid" mapping option to make positioning easier when fine-tuning things.//
 +
 +----
 +
 +==== Layering Objects ====
 +
 +You will notice that sometimes when placing objects you are unable to get things to layer correctly. Layering is determined by Y position and **[[sprites|Sprite]]** orientation. You are still working in a 3D space even if it is a 2D game. Care must also be taken if you are wanting to properly light your scenes using 001's Dynamic Lighting System. Even if two objects appear close together they may be far apart.
 +
 +In this example I am going to try placing a palm tree in the foreground dune. First place the palm tree close to where you want it to be:
 +
 +{{::​pnc_layer6.png?​300|}}
 +
 +Now using the Pointer tool set to "Move Y". I will move the tree down until it pops in front of the dune:
 +
 +{{::​pnc_layer7.png?​300|}}
 +
 +Then using the Pointer tool set to "Move Z". I will bring the tree up the dune.
 +
 +{{::​pnc_layer8.png?​300|}}
 +
 +----
 +
 +===== Interacting With The Map =====
 +
 +If you are using the default **[[templates|Actor Templates]]**,​ creating **[[Actor]]** interactions is very simple. All **[[actor|Actors]]** come pre-loaded with a full set of triggers for each of the various mouse interactions.
 +
 +To create a basic "​Look"​ interaction you can modify the Mouse Down ("Look Cursor"​) trigger. Simply open up the "​Message Box" event inside and delete the existing text. You can then type whatever message you want and save the script. When the player clicks on that **[[Actor]]**,​ with the "​Look"​ interaction,​ your message will be displayed.
 +
 +----
 +
 +==== Using Item on Actor ====
 +
 +To allow using an **[[itemsmagic|Item]]** on an **[[Actor]]** you have to modify that **[[actor|Actors]]** Mouse Down ("Item Cursor"​) trigger. Inside the **[[scripteditor|Script Editor]]** you will want to use the "Held Item Branch"​ **[[customevents|Custom Event]]** that is included with the template. This branch will take the left side if the **[[itemsmagic|Item]]** is currently selected. Your script should look something like this, where the left side is what happens if the correct **[[itemsmagic|Item]]** is used:
 +
 +{{::​pnc_script9.png?​300|}}
 +
 +----
 +
 +==== Combining Items ====
 +
 +Combining **[[itemsmagic|Items]]** requires that you edit the "​Source/​Used"​ trigger for that **[[itemsmagic|Item]]** (inside the **[[itemsmagic|Items and Magic]]** window).
 +
 +You will want to edit the "​Combine Item with Item" sub-script. (If this script is not located inside your **[[itemsmagic|Item'​s]]** "​Source/​Used"​ trigger please refer to section "​Adding Custom Items"​)
 +
 +A basic script script should contain a "Held Item Branch"​ to determine if the combination is acceptable, followed by some add/remove **[[itemsmagic|Item]]** events to remove the "​Fuel"​ **[[itemsmagic|Items]]** and be replaced with the "​Crafted"​ **[[itemsmagic|Item]]**,​ as well as a reset cursor event to remove the **[[itemsmagic|Item]]** from the cursor and a Message Box to show that the combination was a success. Your script should look something like this:
 +
 +{{::​pnc_script10.png?​300|}}
 +
 +**//Please note: You will need to repeat this script on your second **[[itemsmagic|Item]]** if you want the combination to work both ways.//**
 +
 +----
 +
 +===== Adding Custom Items =====
 +
 +It is highly recommended that you copy & paste an existing **[[itemsmagic|Item]]** that comes with the template to ensure it is set up properly. You can do this by selecting any default **[[itemsmagic|Item]]** and clicking the "​Copy"​ button, followed by the "​Paste"​ button.
 +
 +You can then change the "​Display Name", "​Description"​ and any other options you want. You can edit the **[[sprites|Sprite]]** by either replacing or editing the graphic.
 +
 +----
  
 ===== Scripting Interactions ===== ===== Scripting Interactions =====
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 To determine which **[[itemsmagic|Items]]** are used for "​Combination",​ refer to the same trigger. The base **[[itemsmagic|Item]]** is "​This"​ and the second **[[itemsmagic|Item]]** is located in the "​Held_Item"​ **[[variables#​global_variables|Global Variable]]**. Use the "Held Item Branch"​ event to check the **[[itemsmagic|Items]]**. To determine which **[[itemsmagic|Items]]** are used for "​Combination",​ refer to the same trigger. The base **[[itemsmagic|Item]]** is "​This"​ and the second **[[itemsmagic|Item]]** is located in the "​Held_Item"​ **[[variables#​global_variables|Global Variable]]**. Use the "Held Item Branch"​ event to check the **[[itemsmagic|Items]]**.
 +
 +----
  
 ===== Input Sets ===== ===== Input Sets =====
pnc.txt ยท Last modified: 2017/11/30 05:17 by Lee