ya the last post i read was the one right after my origianl post. when i came back and read the newer posts, i realized it wasn't exactly what you need but figured it was already made and uploaded i't be a shame to just scrap it. i thought that maybe something there might still beable to help you or anyone else (more so the newer users) or atleast provide a starting place to think of what direction to take in a simialr project.
my main goal with the last one was to try and come up with a way to be able to point and click a target and get the map to scroll to the proper way to the target (not tested but should work with any size map) and keep the target mark in the right spot while this happend. anything else was just thrown in for visual refrence. unfortunately i didn't get it going around the obsticles like i thought it would, but with a little tweaking i'm sure its still possible.
i actually enjoyed making these little examples, and they left me with ideas of my own. so i'm probably eventually gonna persue this further now.
i know theres better ways to accomplish my littlie examples some more complex and some more easy, i was trying to come up with something somewhere in the middle, and ended up doing some things differently than i normally would.
overall the tecniques should be usable ( maybe with some tweaking ) across project types of top down scroller, 2.5d scroller, rts or really any type of point and click to move the player/object here type of game.
as some side notes if i was making a real game with this:
i wouldn't use 1 large and odd shaped image for the map but instead same sized tiles ie. 64 x 64, 128 x 128, etc...
i would also do the map in layers (like i mentioned earlier cheesy graphics done in about 5 min.) ie ground would be bottom layer houses and trees would be next layer, roofs would be the next layer and so on and so forth. that way you can get a sort of depth to the map for instance if the character is under a tree have a routine to draw the tree layer after the player is drawn and so on.
i realize you probably already undstand all that, but figured i'd add these side notes for newer users.
my main goal with the last one was to try and come up with a way to be able to point and click a target and get the map to scroll to the proper way to the target (not tested but should work with any size map) and keep the target mark in the right spot while this happend. anything else was just thrown in for visual refrence. unfortunately i didn't get it going around the obsticles like i thought it would, but with a little tweaking i'm sure its still possible.
i actually enjoyed making these little examples, and they left me with ideas of my own. so i'm probably eventually gonna persue this further now.
i know theres better ways to accomplish my littlie examples some more complex and some more easy, i was trying to come up with something somewhere in the middle, and ended up doing some things differently than i normally would.
overall the tecniques should be usable ( maybe with some tweaking ) across project types of top down scroller, 2.5d scroller, rts or really any type of point and click to move the player/object here type of game.
as some side notes if i was making a real game with this:
i wouldn't use 1 large and odd shaped image for the map but instead same sized tiles ie. 64 x 64, 128 x 128, etc...
i would also do the map in layers (like i mentioned earlier cheesy graphics done in about 5 min.) ie ground would be bottom layer houses and trees would be next layer, roofs would be the next layer and so on and so forth. that way you can get a sort of depth to the map for instance if the character is under a tree have a routine to draw the tree layer after the player is drawn and so on.
i realize you probably already undstand all that, but figured i'd add these side notes for newer users.