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
 
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