BLUE'S PROFILE

Age: 28

I was Production Manager on the Indie Game Terraria.

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Arrow Puzzle HELL (Using Terrain ID)

I am guessing...
A single Common Event that....
Set Variables Players X and Y to where the player is.
Then Sets a Variable to the current Terrain ID of the Tile at the players XY coords.
Then a conditional for each type of arrow, each which has its own terrain. which I bet are named something akin to 'right' 'up' 'down' 'left'. And if they find this to be, moves the hero in said direction.

I just fiddeled with the Terrain ID command a few hours ago before reading this, I was trying to make an AI for some NPCs that checked to see if moving in a certain direction was even a good idea. or if they should go a different way because it was blocked. I figured it out, but decided I was better with the system I have in place already, since Terrain ID's dont take into account the second layer, or other events being in the way as well.

Cutscene Help

Simply have the last thing that happens in your event, the one that calls the cutscene, be a switch turning on, like tardis said.

Example.


--- EVENT ---
Type: Map event
Number of Pages: 2

-- PAGE 1 --
Trigger condition: Auto start

- SCRIPT -
<> Show Message: Hello I am an event.
<> Change Switch: = ON
<>

-- PAGE 2 --
Start conditions:
Switch == ON
Trigger condition: Parallel process.... (Action Key/Touched by hero will work as well, as long as you put the event off in the middle of nowhere where the player will never interact with it.)

- SCRIPT -
<> (Leave the page empty)




Basically, once your scene is done your telling the game to not run it again. And as long as at some point you dont turn of the switch in an event elswhere. It will never run again.

NOTE :
Just remember, make sure the second page isnt on AUTOSTART, otherwise you wont be able to move the main chatacter.

Going Beyond This :
I personally use Variables to move along my cutscenes. So I can tell what part of it I am working with on what page/map and whatnot.

Just make a variable named "Story Sequence" and each time you end a new cutscene that advances the story, set the variable to one higher to end that cutscene on that map. And have a condition for the next cutscene, whereveer it may be in the game, be that new number.

onyx_2_103.png

I'd hate to see its mommy....

Boss.png

Any way you can move the GUI youve made to be on top of the fog overlay?

Arcscreen1.png

I really like the paper style of this map.

argosscreen.png

I really like this.

Bar.PNG

I think those are Tilde's, or whatever they are... That > ~

1.png

Ok, I updated the screenshot, now in PNG format. I also fixed the weird tile issues I was having with the mountains and water not lining up correctly.

5.jpg

Ok I edited his sprite some, and also saved the image as a PNG rather than a jpeg to remove the blurryness of some of the color blendings.