So the short version of Knotwood is this: Knotwood is a
graphical adventure game featuring exploration as the main mechanic. You travel through Knotwood, an endless
forest, which changes and evolves and grows larger as you explore, so dead ends
become pathways, and places you've visited before now sport new features, like
there may be streams where there wasn't before.
I wanted to give Knotwood an early graphical adventure game
feel, a la the original King's Quest. It
wouldn't require me to draw anything, because the exact pixels would all be
handled in code with color values, (and a limited selection at that).
First I decided to update FlashDevelop, since I hadn't done
so since I first downloaded it years ago, but of course updating always causes
problems, and after some time of trying to fix some basic issues, I discovered
I had to do a clean install of it, and couldn't just use the update tool,
because the version number increased by a whole number (actually multiple whole
numbers), so trying a simple update caused weird errors.
But with that out of the way, I started playing around with
graphics. At first, I did what I knew: I
used textbox objects, made them 1x1 pixel, and colored the backgrounds and left
everything else invisible.
Of course, that's a silly way to do things, but I did it
just to know myself that it was a possibility if all else failed.
But fortunately all else didn't fail, and I soon learned
about how to work Bitmap Objects. It
basically let me do what I wanted to do with the text boxes, but without all
the fluff (and with a lot more tools at my disposal), and came with its own
array, so I didn't need to make an array that would take a bunch of 1x1
bitmaps; a Bitmap Object is an array
of pixels.
So that's all well and good, but making a 320x240 Bitmap
is... small, of course.
With this game, I want to give players the ability to resize
the window as they see fit, so they don't have to stay maximized, or can do
other things. Unlike Latchkey, this is a
pleasant (nonthreatening) experience, so there's no need to forever be paying
100% attention if you don't want to.
But setting the window to the size I want in pixels is
tiny. I did discover, fortunately, that
I can adjust the window size and the pixels scale up, exactly as I'd like,
without distortion (you just get white bars on the sides if the window ratio is
out of sync). So the window looks nice
now. Of course the player can make it
any size they want, auto-scaling without trouble, but it's nice to at least
have an easy to see default.
Next I played with changing colors in the Bitmap I made on
an individual pixel basis. This is quite
easy, and so far all my worry over the difficulty of playing with pixels has
been unnecessary. But of course we'll
see what happens when things get more complicated.
Next up, I think I'll need to make layers of bitmaps, so,
say, dirt might be on the bottom and grass above it and water above that, and
then change transparencies for top layers to hide what needs to be hidden.
Hmm... collision detection may become a problem, although I
suppose my next task (after making a moving player character, of course) is to
see if there's a way to link collision detection to alpha values. We'll see how that works.
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