Game Development Reference
In-Depth Information
Figure 12-4. A screenshot of where the player lands if he or she touches Rocksdale's statue
Because this statue is two squares tall, we need a pair of events to draw it. The top half has a priority of Above
Characters and no commands. The lower half has a priority of Same As Characters and returns the player to the
mountain village if he/she touches it.
if you want to make it so that the statue at seaside is only visible after the player has used rocksdale's statue,
you can add an appropriate condition to both of the events. ElderTalk will work, as will creating a new switch that is
flipped the first time that the player uses rocksdale's statue.
Tip
Leaving Rocksdale
The secret passage event is three pages long. To use the appropriate wall graphic for the first two pages of the event,
you'll need to add Inside_A4 to tab D of the Exterior tileset in the Database. Because we don't want the player to find the
passage ahead of time, the first page will have no conditionals and no event commands. The only thing that the first page
will have is the wall graphic. Page 2 will require that ElderTalk is switched on and shares the same graphic as page 1.
However, if the player interacts with the wall using the Action Button, the event in the following code is triggered.
@>Text: 'Actor4', 0, Normal, Bottom
: : This should be the place.
@>Text: -, -, Normal, Bottom
: : Eric taps the wall with his knuckles.
@>Wait: 60 frame(s)
@>Fadeout Screen
@>Play SE: 'Push', 80, 100
@>Text: -, -, Normal, Bottom
: : You have found a secret staircase!
@>Control Self Switch: A =ON
@>Fadein Screen
 
 
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