Game Development Reference
In-Depth Information
If you were to play-test the game after adding that specific event, you would find a considerable lack of screen
after being transferred back to the world map. We could add in the Fadein Screen command directly before Transfer
Player, but that would look somewhat sloppy in execution. Instead, go to the world map's Parallel Process transfer
event and add the following to it:
@>Conditional Branch: Variable [0003:Y] == 54
@>Conditional Branch: Self Switch A == OFF
@>Fadein Screen
@>Control Self Switch: A =ON
@>
: Branch End
@>
: Branch End
@>
We use a self-switch conditional branch within the coordinate conditional, as we only require this to trigger once
(to match the fading-out sequence caused at Rocksdale's temple). We use Y == 54 , as the player has no chance of
reaching that coordinate on the world map before this point in the game.
Be very careful with the preceding example when applying it to your own games. in a more open world
map, your players might cross your declared coordinate(s) prematurely during the course of their adventures. When they
get around to triggering the area transition, the fade-in is functionally nonexistent, and the game will hang.
Caution
With all that said and done, Eric and Noah will find themselves near the dark villain's castle, as shown in
Figure 12-6 .
Figure 12-6. Surrounded by poison swamps, the final dungeon awaits!
 
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