Game Development Reference
In-Depth Information
If they do, feel free to differentiate them a little more. Check the following code for the first part of page 2 of the Parallel
Process event.
@>Control Variables: [0023:LeftStatueX] = [LeftStatue]'s Map X
@>Control Variables: [0024:LeftStatueY] = [LeftStatue]'s Map Y
@>Control Variables: [0025:RightStatueX] = [RightStatue]'s Map X
@>Control Variables: [0026:RightStatueY] = [RightStatue]'s Map Y
@>Conditional Branch: Variable [0023:LeftStatueX] == 11
@>Conditional Branch: Variable [0024:LeftStatueY] == 8
@>Conditional Branch: Variable [0025:RightStatueX] == 15
@>Conditional Branch: Variable [0026:RightStatueY] == 8
@>Text: -, -, Normal, Bottom
: : About time!
@>Fadeout Screen
@>Play SE: 'Push', 80, 100
@>Set Event Location: [LeftStatue], (011,008)
@>Set Event Location: [RightStatue], (015,008)
@>Control Switches: [0029:StatuePuzzleDone] = ON
@>Scroll Map: Down, 5, 4
@>Fadein Screen
@>Control Switches: [0030:StatuePuzzleStart] = OFF
@>Set Move Route: Player (Wait)
: : $>Direction Fix OFF
@>
: Else
@>Jump to Label: DirectionCheck
@>
: Branch End
@>
: Else
@>Jump to Label: DirectionCheck
@>
: Branch End
@>
: Else
@>Jump to Label: DirectionCheck
Dissecting the Statue Manipulation Puzzle Logic
Now, don't run off just yet. This might seem a bit overwhelming, but it's actually very simple. Here's a play-by-play of
what the preceding event does:
•
We create a whopping four new variables to store the values of X and Y for both of the statues.
•
Once adequately stored, we check said values against the pedestal positions, as defined earlier
in this section.
•
all
four of the variables check out, it means that both statues are in their rightful places.
We have Eric say a short remark and then fade out the screen.
If