Game Development Reference
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Figure 11-1. A screenshot of the first basement floor of the mines
That leaves the two staircases at the western corridor and a third near the northeastern corner of FB1 (at 49,10).
We'll set up those transfer events, once we work with the last level of this dungeon. For now, let's work on our sliding
puzzle!
Eventing Our Sliding Puzzle
We'll begin by defining the icy floor as slippery, through the use of terrain tags. You could use Regions as well.
The particular tile I'm using is Ground (Crystal), located within the A tab of the Dungeon tileset. Once that is done,
we create a Parallel Process event to hold our slippery floor logic. I'll break this down into parts.
 
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