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Messages - beedaddy

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General / Re: Designing a point and click adventure?
« on: September 29, 2015, 10:12:57 am »
Thanks for your comments. I implemented now an event mechanism, so that the Entities fire events when they are ready to speak (in my case: right clicks makes the Entity to walk to the destination, afterwards it fires the READY_TO_SPEAK event) or when they finished speaking.

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General / Re: Designing a point and click adventure?
« on: September 28, 2015, 09:24:00 am »
Why can't the entity send a "finished speaking" command?
Right now only SceneNodes process commands. My Screenplay ist just like the Player-class from the book. This is part of the problem, because right now this is a one-way road.

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General / Designing a point and click adventure?
« on: September 28, 2015, 08:33:31 am »
Hello all,

I would appreciate any help (or perhaps a pointer to a website with some ideas?) ... I adopted so far the concepts of the (first) SFML Game Development book to a point and click adventure game. That means, a entity (animated sprite) can walk to the position of a (left) mouse click. Or speak for a specified amount of time (right click). The corresponding commands are being sent from a Screenplay-Class (who decides what to do when clicking somewhere). But now I need some mechanism so that the screenplay-class gets notified when the entity has finished speaking (so that for example another entity can then reply something). I hope it's clear what I mean? I'm not sure if this command queue concept is the right thing for my purpose. Perhaps someone has some experience with point and click games and SFML?

Or to cut a long sentence short: I'm stuck with adopting the book concepts to a point and click game. Perhaps the needs are too different. Perhaps someone has any hints or links to some interesting web site about how to design a point and click adventure with sfml?

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anything