View Full Version : Walking in MI1

06-03-2003, 08:39 AM
Ok, I was just wondering about the game mechanics behind MI1, mainly walking around, I'm probably going to stick with my current method of meshing for my 2D remake version, however I don't know how MI1 handled on screen walking etc, did they use a box grid type method? I was just curious, as I really want to look into it to see their method compared to my method, but I cannot find any relevant pages or info.

06-03-2003, 10:13 AM
Yeah box grid, to see look at the boxd block in a room in scumm revisited. Click view boxes and view background when the window opens.

06-03-2003, 10:29 AM
As far as I know, and if you are interested in pathfinding, one of the best is the A* search/pathfinding algorithm. Just make a quick search at Google and you will get lots of useful information, and even sample implementations. If you are curious, I can tell you that pathfinding is one of the problems that artificial intelligence tries to solve. Nearly all book on AI discuss a bunch of pathfinding techniques and algos. Some are better in certain circumstances, but in general A* will perform politely and with a fairly good speed in any situation.

06-03-2003, 10:33 AM
Thankyou Moebius, I will do that, and thanks once again Benny, I'll try that just to see an example.

07-19-2003, 09:15 PM
The use of boxes occurs in all Lucas Arts SCUMM games, doesn't it?

07-20-2003, 09:44 PM
As far as I know, all Lucasarts' games that use SCUMM use the walk boxes.

07-21-2003, 02:51 PM
I'm currently using a different method, I have a hidden screen of the current backdrop, and it is white and black, black been the walkable parts and white been not walkable.