What do you think about an activation tile: If you step on it, it triggers and changes the map.
This would be useful for letting a tunnel collapse, spawning suddenly monsters, landslides(I'm trying to bring Sarumar's idea in the game), having a passageway opened or it gives and actorcondition to the player(lava and swamp tiles hurt the player.)
I'd really like to code this myself but I can't.
Last edited by Ian on Sun Jul 28, 2013 5:30 pm, edited 1 time in total.
Ian wrote:What do you think about an activation tile: If you step on it, it triggers and changes the map.
This would be useful for letting a tunnel collapse, spawning suddenly monsters, landslides(I'm trying to bring Sarumar's idea in the game), having a passageway opened or it gives ank actorcondition to the player(lava and swamp tiles hurt the player.)
Ian wrote:What do you think about an activation tile: If you step on it, it triggers and changes the map.
This would be useful for letting a tunnel collapse, spawning suddenly monsters, landslides(I'm trying to bring Sarumar's idea in the game), having a passageway opened or it gives ank actorcondition to the player(lava and swamp tiles hurt the player.)
I'd really like to code this myself but I can't.
I love this idea, also. I have some ideas on how to specify these within the map file. (E.g. for the spawning, add to the Spawn layer object an attribute named ”activation” whose value equals the name of an Activation object in the Key layer which is placed on the trigger tile(s). But I don't know of that makes for the most efficient coding.
Tomcat wrote:I love this idea, also. I have some ideas on how to specify these within the map file. (E.g. for the spawning, add to the Spawn layer object an attribute named ”activation” whose value equals the name of an Activation object in the Key layer which is placed on the trigger tile(s). But I don't know of that makes for the most efficient coding.
I like your idea about the attribute "activation"! I think, that would be an easy way to code it.
Tomcat wrote:I love this idea, also. I have some ideas on how to specify these within the map file. (E.g. for the spawning, add to the Spawn layer object an attribute named ”activation” whose value equals the name of an Activation object in the Key layer which is placed on the trigger tile(s). But I don't know of that makes for the most efficient coding.
I like your idea about the attribute "activation"! I think, that would be an easy way to code it.
I want to start learning my way around the mapping code, to see how this kind of thing night be done.