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event from the second map and tweak it for the world map. We want the giant tree to take the player to the second
map, the town graphic to take the player to the port town, and the cave graphic to take him/her to the Goblin Cave.
It should look something like this:
@>Control Variables: [0002:X] = Player's Map X
@>Control Variables: [0003:Y] = Player's Map Y
@>Conditional Branch: Variable [0002:X] == 18
@>Conditional Branch: Variable [0003:Y] == 88
@>Transfer Player: [002:Second Area] (011,012), Up
@>
: Branch End
@>
: Branch End
@>Conditional Branch: Variable [0002:X] >= 20
@>Conditional Branch: Variable [0002:X] <= 21
@>Conditional Branch: Variable [0003:Y] == 91
@>Transfer Player: [004:Port Town] (019,004), Down
@>
: Branch End
@>
: Branch End
@>
: Branch End
@>Conditional Branch: Variable [0002:X] == 28
@>Conditional Branch: Variable [0003:Y] == 82
@>Transfer Player: [005:Goblin CaveF1F] (020,043), Up
@>
: Branch End
@>
: Branch End
@>
Once you have done that, you can fix the Transfer event in the second map to allow the player to reach the world
map. I will leave those tasks as exercises for you. Let's move on to the port town. It's time to populate it! (Take a look at
Figure 4-4 to see a picture of RMVXA's premade port town).
 
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