Game Development Reference
In-Depth Information
A sound effect is played, and the event locations of both statues are moved to the pedestal
location. If you do not do this, the statues will move back to their original locations after the
player leaves the map. For our game's purposes, this is actually unimportant (this will be a
location visited only once), but it can be, if you want to make puzzles of this type in locations
that the player would want to visit multiple times.
We set
StatuePuzzleDone to on, scroll the map back down the same number of steps we
scrolled it up before, and fade in.
The rest of the event has the same logic used when the player presses A to cancel out of the
puzzle.
On the other hand, if
any of the four variables are off, we jump to the DirectionCheck label
near the bottom of the page.
@>
: Branch End
@>Label: DirectionCheck
@>Control Switches: [0032:ButtonPress] = OFF
@>Control Switches: [0031:ButtonPressOFF] = ON
@>
By swapping which of the button press switches is toggled, we can switch between the two pages of the Parallel
Process event as needed. On that note, we have concluded our third and final puzzle for the chapter!
Creating the Second Town
All that remains is adding a relevant location that will lead us to the snowy statue puzzle mountain area. Use Load
Sample Map to add Mountain Village to your project's map list. We're going to be tweaking the bottom part of the
village to serve our needs. Take a peek at Figure 11-6 , to see the changes.
 
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