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Just a tip..

Gray

Member

Just a tip. Whenever your making a map which is outside , make sure the entry and exit to the map as a conditional branch. So whenever the player walks on the event , he has to be pressng down at the south end of the map , or left and the west end of the map, to progress into the next one , so this clears up a few weird stuff , (Like whenever you appear in a room , hit right , and go outside again?)

Example:http://i278.photobucket.com/albums/kk91/Whatevar11/screenshot.jpg[/img]

Now , when you play it , it seems more professional , doesn't it?

If this is in the wrong place , move it please! :)

Edit: Instead of the button comand , just do "if player is facing" comand. Thanks for pointing that out ,missingno.
 
Or you could just use GOOD MAP DESIGN and block off the EDGES OF MAPS where you don't want teleports.

(ps. it'd probably be better to have "if player is facing up" rather than "if the up button is being pressed"
 
Yeah the way you have it is so unreliable, it should be playing is facing up.  I'd also add that rather than outside this is important for houses interior, leading to exterior where unless you want the house dimensions to look spazzed, you should be able to walk past the front door.
 

Gray

Member

Well , before you put in the transfer player , go ahead and put in a set move route...
There , problem solved.
 

Gray

Member

Calibre":ky5jov77 said:
Yeah the way you have it is so unreliable, it should be playing is facing up.  I'd also add that rather than outside this is important for houses interior, leading to exterior where unless you want the house dimensions to look spazzed, you should be able to walk past the front door.

That problem.
If you want to be able to walk past something (like the front door , inside a house) just use a set move route , as I just said.

Doc Spoc":ky5jov77 said:
Well , before you put in the transfer player , go ahead and put in a set move route...
There , problem solved.
 
Doc, he's talking about something completely different. He's referring to being able to walk past the tile that has the door on it without being forced to exit the house.
 
Is it me being thick because I really don't get what you mean?  What does a set move route have to do with transferring a player?  I'd already said the solution to what I was talking about was to use a conditional branch based on direction.  I also was never asking for any solution so I don't know how you provided a solution to a problem I don't have.

Doc Spoc":ozsmtbpm said:
Just a tip. Whenever your making a map which is OUTSIDE

EDIT: OK thanks Gratheo, it's not me.
 

Gray

Member

gratheo":3tuo57hg said:
Doc, he's talking about something completely different. He's referring to being able to walk past the tile that has the door on it without being forced to exit the house.
.... Oh.
 

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