Game Development Reference
In-Depth Information
@>Conditional Branch: Switch [0029:StatuePuzzleDone] == ON
@>Text: -, -, Normal, Bottom
: : This gravestone no longer serves any purpose.
@>
: Branch End
@>
So, the player has touched the gravestone and is now looking at the statues. We have to make it so that he/she
can actually move them. That's a job worthy of a Parallel Process event. First, however, two squares south of the
gravestone, you'll want to place a blank event that requires StatuePuzzleStart to be flipped on and has a Same As
Characters priority. This ensures that the player is locked into one location for the duration of the puzzle. Given that
we're going to be using arrow key conditionals, we don't want the player's character to suddenly run off mid-puzzle.
Creating the Puzzle Logic Event
The Parallel Process event will have two pages. The first page will cover button presses, while the second page will
check to see if the statues are at their desired destinations. Here's the first part of page 1 of the Parallel Process event:
@>Conditional Branch: The Down Button is Being Pressed
@>Set Move Route: [LeftStatue] (Skip)
: : $>Move Down
@>Set Move Route: [RightStatue] (Skip, Wait)
: : $>Move Down
@>Jump to Label: SpotCheck
@>
: Branch End
@>Conditional Branch: The Left Button is Being Pressed
@>Set Move Route: [LeftStatue] (Skip)
: : $>Move Left
@>Set Move Route: [RightStatue] (Skip, Wait)
: : $>Move Right
@>Jump to Label: SpotCheck
@>
: Branch End
@>Conditional Branch: The Right Button is Being Pressed
@>Set Move Route: [LeftStatue] (Skip)
: : $>Move Right
@>Set Move Route: [RightStatue] (Skip, Wait)
: : $>Move Left
@>Jump to Label: SpotCheck
@>
: Branch End
@>Conditional Branch: The Up Button is Being Pressed
@>Set Move Route: [LeftStatue] (Skip)
: : $>Move Up
@>Set Move Route: [RightStatue] (Skip, Wait)
: : $>Move Up
@>Jump to Label: SpotCheck
@>
: Branch End
 
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