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Topics - KillerLink

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Coding / Request: Zelda Room Changing
« on: July 09, 2011, 11:42:22 pm »
Hi at First!
Im New to the Forum, it`s awsome ; )
I'm from Austria, so my main language is German, but i hope
my english is good enough to be readable XD

I'm an advanced GML Coder and have my own Zelda-Fangame in progress.
So if anyone does explain me only the idea for a solution for my problem,
i should be able to code that myself ; )

But at the moment im Stuck at one point: room changing and houses.
I do have solutions but i do not really like them...
So far, i solved it how to move to the next (correct) room if you leave the room to the left/right/top/bottom.
I do this by creating a array with lets say with a range of 3x3. in every field i do store the name of the room
which would be located there like on a physical map. so if my "map-coordinates" are 2,2 and i do leave the room
to the right the script increases the x coordinate to 3,2. then i can read out the room-destination out of my
predefined array. I also got it to work that Links-position is also taken correctly to the next room.
For going into/out of houses i was using "teleport-objects" which are invisble and placed in the doors.
if you collide with them, your are teleported to the room, where you should be. What i dont like is:
i do need to make for every house new teleport objects. this is so annoying.

I hope i could explain what im doing^^

So my questions are:
1) For general map changing on the field, what are your systems?
2) The point im totaly stuck: if i want to make houses, do i really need to make an collision/telport object for every house?
  Isn't there any, lets say, "more economic" way to do this?

with best regards
KillerLink

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