Hi Dan, overlays are used for things like the intro and the readme in the asylum demo. They play on top of the node or slide. Scripts that used overlays used to be in the modules folder. Slides are stills/close-ups and have a fixed camera. Also, images that go within spots are called “patches.” Patches, slides, and overlay components that are image files all get lumped into the Images sub-folder within Resources.
I’ve not moved Adamantus to the Serena version of Dagon, but Agustin has assured me that what I’ve done already on the Asylum demo version of the engine (or most of it) will work in Dagonity.
I just took a look at the Serena files and the organization when compared to the Asylum demo is different. The placement of assets in the Resources folder is the same, but the Modules and Rooms folders are combined into one folder called Scripts. My guess is that this is mostly due to there being only one Room in Serena.
The old order was that the configuration file took you to the game.lua (Asylum.lua) and then that file served multiple functions. It required the modules, took care of the audio, cursors, resizing, effects, hotkeys, preloaded the first Room, started the intro playing, and switched you to the first Room. In this version config.lua and main.lua must be initiated by the Dagon.exe file itself. Most of the “stuff” that was in the modules files and in the Asylum.lua has been distributed among several smaller files. Topography.lua is the file that most closely resembles an old Room file. On line 52, main.lua switches you to the Node “Cabin” (specifically it goes to cabin_n7, which is the first node added in the topology.lua file) and then it starts the intro played on line 54. I expected the switch to go to a Room file — Cabin.lua. My guess is that the Spots sub-folder in Scripts was necessary to keep the single room file (topology.lua) from becoming monsterously long. I liked having the room files separated from the modules and I think that it must be possible to have a Rooms sub-folder within Scripts.
Until Dagonity is released, I think that I’ll continue to concentrate on creating assets.