Game Development Reference
In-Depth Information
You can probably see sequences of blocks right on top of the secret passages. Those are specific events used to
hide the passages from plain sight. Let me zoom in on the first passage the player will probably find. (See Figure 10-7 ).
Figure 10-7. One of the secret passages in the first floor of the dungeon
Once you have Dungeon_A4 in Dungeon's D tileset, you can use wall and roof tiles to complement your event
graphics. Here, we have four individual events. From top to bottom, they are as follows:
The two roof tiles are Above Characters. That means that the player will walk under them in
the game.
The first wall tile is also Above Characters.
The second wall tile is Same As Characters. You can have it so that the player effortlessly
passes through the tile by checking Through in that event. What I do is ever so slightly more
involved.
@>Text: -, -, Normal, Bottom
: : You find a secret passage!
@>Control Self Switch: A =ON
@>
Mainly, I have a two-page event, in which page 1 announces that the player has found a secret passage. Then,
I flip on self-switch A, which causes the tile to disappear, leaving behind a transparent tile (which appears black
in-game) that allows the player to continue forth. On that note, you'll want to make sure that there are transparent
tiles beneath each of the secret passage events. That will allow the player to actually walk through one side to reach
the next. For side-facing secret passages, such as the one in Figure 10-8 , you can assign a Same As Characters priority
to the tile connecting the passage to the dungeon.
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