Parallel-Bars 1.0.0

​​​The parallel-bar is an object we saw in Tomb Raider Chronicles. In this sample there are two levels, one with same parallel bar of TRC with no changes, while in the second there is a customized parallel-bar with some news.

The parallel-bar is an object we saw in Tomb Raider Chronicles.

In this sample there are two levels, one with same parallel bar of TRC with no changes, while in the second there is a customized parallel-bar with some news.


A) In picture A you can see the default parallel-bar.

The lengtht of jump affected by value set in OCB field of Parallel-bar in ngle program

In default parallel-bar there is a unique "good" direction, where the ocb value will give a long jump, while in the opposite direction lara will perform always a very leak jump, indifferently by ocb value.

Remark: if you wish, you can remove this default working mode, forcing the parallel bar to work in same mode for both side. You can realize this using the command:


Customize= CUST_PARALLEL_BARS, PB_DOUBLE_FACE, IGNORE, IGNORE,IGNORE


The flag PB_DOUBLE_FACE permits to do work the parallelbar in same way for both side.


B) The customized bar can support different features in according with values set in Customize= CUST_PARALLEL_BARS script command.

In this demo I engaged all customized features for parallel bar of second level, but you can choose only some single features, of course.

In picture B you can see result using the:


PB_SHOW_CHARGE_BAR flag


and


PB_SHOW_CHARGE_COUNTER flag


The PB_SHOW_CHARGE_BAR flag shows that little progress bar with current jump power (the green bar), while the PB_SHOW_CHARGE_COUNTER flag shows the same jump power in the form of number of turns.


Remark: if you want have progressive jump power, you'll have also to type in customize command the PB_PROGRESSIVE_CHARGE flag, to enable the method of charging power, turn after turn.


C) Another used customizing is that enabled with PB_MULTIPLE_ENDINGS flag.

The technical realization is not perfect, anyway the idea is to give to player the chance to exit from turning in different position, with different results.

When the player let the ACTION key while lara is position showed in Picture C, lara will fall down like you see in Picture D


E) While if player let ACTION key in the position showed from Picture E, lara will fall down how showed in picture F.

In this situation she will often die.

The multiple ending is a way to add new interactivity but the animations used are not perfectly linked with previous turning animations since I used some old standard animations.

If you want rebuild these multiple endings with your custom animations, you can do, just you omit the PB_MULTIPLE_ENDINGS to avoid conflicts, and then follow the instructions you find in description of CUST_PARALLEL_BARS constant in Reference panel of NG_Center