Game Development Reference
In-Depth Information
if you didn't heed my previous warning, you'll trap the player in an infinite loop, once he/she is teleported,
given that his/her destination also contains the same region iD used to get there in the first place!
Caution
Creating the Crystal That Controls the Puzzle
The last thing left to do for this puzzle is to set up the crystal event, which will have two pages. Page 1 will contain
the lion's share of the total code, and page 2 will exist solely to inform the player that the crystal has been shattered.
The graphic I'm using for page 1 of the crystal event is the very first one in the !Crystals graphic set. While the crystal
appears cut off in the map editor, it will display correctly in-game.
@>Text: -, -, Normal, Bottom
: : A glowing crystal floats in place.
@>Text: 'Actor5', 6, Normal, Bottom
: : This crystal is probably what is stopping
: : us from getting anywhere. We should
: : shatter it.
@>Text: -, -, Normal, Bottom
: : Will you destroy it?
@>Show Choices: Yes, No
: When [Yes]
@>Fadeout Screen
@>Play SE: 'Crash', 80, 100
@>Text: -, -, Normal, Bottom
: : The crystal shatters!
@>Control Self Switch: A =ON
@>Fadein Screen
@>
: When [No]
@>
: Branch End
@>
When the player decides to shatter the crystal, we fade out the screen, play an appropriate sound effect, and
display a message. We flip on a self-switch and then fade the screen back in, allowing the event to process page 2.
Page 2 of the crystal event uses the Gravel (Crystal) tile as its graphic, requires self-switch A to be on, and displays a
single message. The message is: “Where once the glowing crystal stood, only shards remain.”
Encounters of the First Floor
Next, we must add a list of encounters for the player to potentially face in battle. You can see it in Figure 13-3 .
Figure 13-3. The encounter list for the first floor of the Devil's Castle
 
 
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