Whatever's in there stays there.ġ I don't remember explaining my idea for an in-game clock. A nice way to kind of make secret loot in dungeons that's impossible to get until later, so you have to back track.? I know some people hate that, but going to get all the mystic key loot is one of my favourite parts of the game. a lit torch colours tiles in a certain radius around it, while tiles outside its range are black/grey (but still visible enough to move around.) This is so out of my range, by the time I figure it out I will have forgotten about it.Ĩ. I'm iffy on that, because I hate total darkness, and because I don't know how palettes for maps work yet. I'm not going to look into that right now, because my brain hurts from everything else and it would involve poking at the NPC movement routines.ħ.
On the subject of objects-That would be the best way to make push tiles, as well. That would allow it to be visible/invisible!Ħ. Either a single variable is set and resets when the map changes, or each one works off its own game_flags event.?Īnother way to do these ones is to make an object instead of a tile, but have the graphic be the same as the tile its mimicking. Sprite priority is set by the direction the tile was approached from, somehow.ĥ. But I think it would be best if they were single-space: A = bridge only lets you move left/right if sprite priority is above background, and up/down if sprite priority is below, and the opposite for || bridges. Bridge tiles-I'd like to do them! It would make dungeons so much cooler.
XD I think I can get it working after the "past" tile property is sorted out.Ĥ. But if I put in a "compare ice tile to current tile" thing, then the first ice tile doesn't trigger! The next issue is that movement doesn't check if you can walk on the tile, so it allows you to slam yourself so hard into a wall you enter the wall. But this meant stepping close to an ice tile would trigger it. For Ice tiles, I had it working so it would look ahead, and if the tile was ice, it would keep you moving.
Same for cracked floor tiles, since you want them to turn into teleport holes after you step off. I got Ice tiles working SO CLOSE, but I need to program in a "past" tile property routine first. *shrug* If you meant like the hot springs in Earthbound/Mother 3 where you sit for a few seconds and then get the healing done, that might be better. I think that might make gameplay a little dull when they appear. A slow-healing tile, opposite the damage tile? Would just make people walk back and forth over it instead of using potions/spells/waiting to heal at springs. Haven't got a Switch so I don't know how BotW's springs work. I do want to add the forest effect to marsh tiles in the overworld though.Ģ. Can't go any slower than normal walking speed, I think? Its already 1, dashing and boat is 2, airship is 4.
Thanks! I also forgot to make tents, cabins, and houses work on the safe tile, so I did that yesterday.ġ.