Letter for Mimi 2 – wip #16

In the screenshot above you can see that I have added a ‘show coordinates’ option, this will display the current x and y position of the player in the top left corner of the screen. Having this in the production version might be useful for people who follow guides to find secrets in the game. […]

Letter for Mimi 2 – wip #15

In the video above you can see how npcs can follow the player, in order to do this I have implemented the A star path finding algorithm. It is possible to talk to the person following you via the party option in the menu. This new feature will open new quest types, where you have […]

Letter for Mimi 2 – wip #14

I have changed the grass overlay so it is an extra layer on top of the background tiles. Before this, a sprite was continuously being updated to the position of a character. Both approaches worked, but the latter increased the number of calculations per frame, so it might decrease performance when a lot of characters […]

Letter for Mimi 2 – wip #13

Today I fixed the checkItem event, it is now able to check if multiple items (even duplicates) are present in the inventory. The next line in the dialogue will be the line with id 6 if there are two Town Maps in the inventory and one Test item. If this condition is not met, the […]

Letter for Mimi 2 – wip #12

In the video above you can see the latest feature: item trading, branching dialogue and the Town Map. The colours in the dialogue are how I imagined them to be, with blue indicating items here, pink the NPCs name and green the players name. The Town Map will still need some work done, the location […]

Letter for Mimi 2 – wip #11

Dialogue now is able to contain events such as demonstrated in the video above: flash, shake and changing of tiles. The events can be easily extended, however they are hard coded into the game-engine. Multiple events can be added to a single dialogue line, as you can see in the XML representation of the conversation:

Letter for Mimi 2 – wip #10

In the image above you can see coloured text in the dialogue, as many colours as you want can be implemented but for now there are only five (including white). Different colours can be used to indicate certain types of objects, such as items, people, events and places. When entering the text in the *.xml […]

Letter for Mimi 2 – wip #9

Non-playable-characters now look at the player when you are talking to them, in the video above you can see this as well as a general ‘npc’ that wanders around, which you can talk to. The speed-up moment quickly shows how far the npc can wander (this one is set with a radius of 2). In […]

Letter for Mimi 2 – wip #8

In the video above you can see the latest progress of Letter for Mimi 2. I’ve added two new features: doors and a simple dialogue system. When you enter a door, a new ‘world’ loads, as I have explained in a previous post. The video also shows features of the debug system, when it is […]

Letter for Mimi 2 – wip #7

I have extended the functionality of the in-game windows, you can now close it by pressing the ‘X’ and drag it around by pressing control and clicking. Try it out yourself in the Flash below. I will write a short tutorial on how to make a window like this, so stay tuned!