ZELDA ROOM PROGRESSION
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Heya,
I was wondering if there is a trick that allows me to artificially make level boundaries smalelr than they really are, and once the player reach said boundaries, the camera moves over to the next boundary, similar to how rooms in the 2D zelda games are traversed.
Now, I know that the Zelda rooms are single rooms and that this is a level load system they have there, like Metroid, but I was wondering if you could fake that effect with big rooms and maybe Areas?
Thanx
Spike
I was wondering if there is a trick that allows me to artificially make level boundaries smalelr than they really are, and once the player reach said boundaries, the camera moves over to the next boundary, similar to how rooms in the 2D zelda games are traversed.
Now, I know that the Zelda rooms are single rooms and that this is a level load system they have there, like Metroid, but I was wondering if you could fake that effect with big rooms and maybe Areas?
Thanx
Spike
If the actual map has to be bigger than the room:
Second to last post
If the actual map doesn't need to be bigger than the rooms themselves you might want to consider this instead (simpler):
link
Second to last post
If the actual map doesn't need to be bigger than the rooms themselves you might want to consider this instead (simpler):
link
Big map. Lock screen for every room. Touch the edge and it scrolls the map and locks it again for the new room.
Thanx for the replies. The Tutorial does not work for me, I forgot to mention I have VX. And since I am not a coder, I am actually looking for some sort of script maybe?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You don't need a script, this is extremely simple to do with only events. One way is to do what Shortstar said. Make the dungeon one big map. When you enter the dungeon, use the event command that locks the screen to prevent it from scrolling when the player moves. Then when you go through a door, scroll the map to the new section, and lock it again.
Alternately you can change the transition styles for teleporting. Change the erase map transition to "none." Then change the show map transition to "scroll left" when the exit is on the left side of the screen, or "scroll right" when the exit is on the right side of the screen, etc. Now when you teleport from one room to another it'll look like they're connected.
Alternately you can change the transition styles for teleporting. Change the erase map transition to "none." Then change the show map transition to "scroll left" when the exit is on the left side of the screen, or "scroll right" when the exit is on the right side of the screen, etc. Now when you teleport from one room to another it'll look like they're connected.
There is a lock screen event command? Where would that be? And I have bigger rooms that just regular screen size aswell, so I want it to scroll halfway through and stop there instead screen for screen.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Oh, then you can't use the screen lock command without doing a bunch of bullshit, just make them seperate maps instead and use the scrolling transitions.
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