home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
EuroCD 3
/
EuroCD 3.iso
/
Programming
/
Amos
/
AMOSList-0198
/
AMOSLIST
/
000078_amos-request@svcs1.digex.net_Mon Jan 19 10:32:24 1998.msg
< prev
next >
Wrap
Text File
|
1998-06-24
|
3KB
|
61 lines
>From amos-request@svcs1.digex.net Mon Jan 19 10:32:23 1998
Received: from svcs1.digex.net (svcs1.digex.net [204.91.197.224])
by pony-1.mail.digex.net (8.8.8/8.8.8) with ESMTP id KAA27929
for <mcox@access.digex.net>; Mon, 19 Jan 1998 10:32:23 -0500 (EST)
Received: (from daemon@localhost)
by svcs1.digex.net (8.8.5/8.8.5) id IAA26566
for amos-out; Mon, 19 Jan 1998 08:15:40 -0500 (EST)
Received: from pony-2.mail.digex.net (pony-2.mail.digex.net [204.91.241.6])
by svcs1.digex.net (8.8.5/8.8.5) with ESMTP id IAA26563
for <amos-list@svcs1.digex.net>; Mon, 19 Jan 1998 08:15:39 -0500 (EST)
Received: from vtn1.victoria.tc.ca (vtn1.victoria.tc.ca [199.60.222.3])
by pony-2.mail.digex.net (8.8.8/8.8.8) with ESMTP id IAA07023
for <amos-list@access.digex.net>; Mon, 19 Jan 1998 08:15:38 -0500 (EST)
Received: (from uv334@localhost)
by vtn1.victoria.tc.ca (8.8.8/8.8.8) id FAA28867;
Mon, 19 Jan 1998 05:11:42 -0800 (PST)
Date: Mon, 19 Jan 1998 05:11:41 -0800 (PST)
From: John Bintz <uv334@victoria.tc.ca>
X-Sender: uv334@vtn1
To: Jamie Bentley <sniper@technet2000.com.au>
cc: AMOS HELP <amos-list@access.digex.net>
Subject: Re: Need programmer for RPG
In-Reply-To: <yam4766.918.272648968@marvin.technet2000.com.au>
Message-ID: <Pine.GSO.3.95.iB1.0.980119050536.28632A-100000@vtn1>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O
X-Status:
Guess what...I think I have something already that might fit the bill.
The editor i use for my RPG system can do all that, and it produces text
files which can easily be read, and interpreted, by any program other than
mine. A few small changes can be made to fit your exact needs, but, other
than that, it can do the following:
* Draw, and compress, bobs in the editor (another util takes Amos bob
banks and compresses them externally)
* Allow up to 256 zones on a screen of any size that players can bump
into, start scripts, or, in your case, allow clicking on for info.
* Allow up to 64 characters and other bobs on a screen, all animated as
they walk using special FrameSets to define animations up to 10 frames
long.
* 64 EHB screens are de facto for games like this, and the editor
already has this built-in. Plus, screens are super-compressed, just like
the bobs, so they take up no space at all.
* Compression is Spack, plus XPK Nuke, which does a eal number on images
(a 200000 byte bob bank becomes 100000 when Spacked, 50000 when Nuked
also)
* Bob optimization, resulting in smaller Bob bank sizes (but not smaller
compressed file sizes) so they take less memory when running.
I'll even let you use my bob FrameSet animation and cacheing routines.
What do you day?
#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@
John C. Bintz - * uv334@freenet.victoria.bc.ca *
@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#*@#
Come Visit Internext Software - the home of great Amiga software!
http://www.dragonfire.net/~JohnBintz/inext/inextsoft.html
*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#@*#