@Petros: Don't worry man, your scripts will all come together when the time is right, just keep on buckling down and working on. You are right, passability is in fact the first thing I was wondering about. But, I have made a nice little loophole in the passability. See, in RMXP, it all works in squares right, tiles. Well, if you have prerendered maps, how can you possibily make it on tiles if things get smaller or bigger? Three words, line, of, sight. See, when you are farther from something it looks smaller, but the things around you look the same. So, I will use a diagram.
x
x x
x x x
x x x x
These x's are how your line of sight reduces, this is the part of the map that you won't be actually able to touch. Now, under that cone of sight, you have this...
x x x x x
x x x x x
x x x x x
This is the part of the map that is underneath your 3D cone of sight that is evenly broken into passable parts on the map that you can move around in. See, lets say that you move into a part of the map that is in your cone of sight area. If you do that, then the camera system removies a line from the grid where you can walk, and adds it to the area that you are standing in. So, lets say you have this
x
x x
x x x
x x x x
x x x x x x x
x x x x x x x
x x x o x x x
You are the o. Say you move into the area with only 4 x's. The system then teleports you to the same map, instantly with no transition, but only where the area with the 4 x's becomes another passable area with 5 x's so you can move about freely without having problems on the map.
@Atnas: Haha, no, you knew exactly what I was talking about. Its that, a rotation animation wouldn't be impossible, hard yes, but so is the rest of this. What I am worrying about is the smoothness OF the rotation and the lag. Even though I found a new anti-lag script which I hope will give us a nice boost on the lag-whores of rmpx, lol. And thank you for your support. Thats why you and Petros are on the first post.
Now, about the Revolution. I made some headway last night, been working with the variables. The only thing throwing me off is thinking 3D in 2D settings, you have to switch your thought proccess. Now, what I am having trouble with, the only thing currently perplexing me, is having the 3D plan work out. See, in 2D, you don't move forward, you move up. I need to find a way to create the illusion of forward movement. I say illusion because it is impossible to make forward motion in a 2D engine, it just can't work. But, what I want Revolution to do is be able to create the illusion that you are moving forward into the map, which is going to be very difficult. Now, what I am thinking is either just the use of animation of walking based on how long you are holding a direction key and changing the background map to make it seem like rather then moving up, you are moving forward, while your y-position is actually infact the same. See, you don't REALLY move, but the animation and map shifting gives the illusion that you are. Now, I think that moving on the x-axis (left or right) wont be a probably because in 2D, you actually do move left or right, just not forward, you move up. I'm going ot need to test it, so, its up in the air right now. It's sketchy, but right now I think it's my best shot. I'm gonna need some time and a few good visuals to help me figure out what needs to be done, but I am sort of confused. But, I will figure it out. Not to worry. Well, thats all for now, later guys. Roxas.
EDIT:: Yea, I know this post is long enough, but work with me, lol. Well, in the matter of 15 minutes I have solved a big problem and created a new one. I have found out how to fix the moving forward problem. The combination of animation and map rescalling will fix that, I just need to work on smoothness of animation, but it will work just fine. Now, what new problems has Roxas cooked up? Well, the thing is, how will we know how far to move you. I know a bit of scripting so I will be able to tell if you are HOLDING on the forward button, but, how will I know for how long, and how will that let me know how far to move you? Ahh problems problems. But, never the less, we press on! I will find the solution.
Also, I have been playing around with this idea in my head. As much as I can reduce lag, we can only bend the universe to our will so much. There might be a lot of lag no matter what I can do. So, what if there are two versions of V.E? Vagrant Euphoria and Vagrant Euphoria Lite, for those with slow computers that don't want to deal with lag. It will not include the Revolution system, but everything else will be the same. It won't have Revolution, and it will be MIDI files instead of MP3, so it won't take up so much space, because I get the feeling this will be a big enough game on its own. Let me know what you guys think. Later, Roxas.