Author Topic: Is this possible?  (Read 1460 times)

Lollipop

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Is this possible?
« on: September 10, 2014, 02:34:21 am »
Can I have a 1 * 2 level in which going up is a room and then when you come down
It's an entirely different room?

shape worrior t

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Re: Is this possible?
« Reply #1 on: September 10, 2014, 03:02:28 am »
 ???
I don't think that it's possible to have a level where you start in a room, go to another room, then backtrack to a different room, when you only have two rooms.
If you meant something else, then... please tell me (well, us) in detail.

allison

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Re: Is this possible?
« Reply #2 on: September 10, 2014, 01:23:02 pm »
I think I understand what Lollipop means. This was done in tOLP1. It requires internal scripting though. Basically, the rooms have to be arranged 2*2 like this:

BC
AD

Room A is a room with an entrance to room B. (It can also have entrances left and down.)
Room B has no moving enemies or platforms and only one exit (downward). However, entering it triggers an internal script which teleports the player to...
Room C, which looks exactly like room B but it technically one map square to the right. Exiting the room takes the player to...
Room D, which in addition to the obvious upward entrance can have entrances rightward and downward.

This can be arranged how you like, really. Just remember that AB must be connected, CD must be connected, BC must look exactly the same, and B must teleport you to C.

shape worrior t

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Re: Is this possible?
« Reply #3 on: September 10, 2014, 10:56:40 pm »
I think I understand what Lollipop means. This was done in tOLP1. It requires internal scripting though. Basically, the rooms have to be arranged 2*2 like this:

BC
AD

Room A is a room with an entrance to room B. (It can also have entrances left and down.)
Room B has no moving enemies or platforms and only one exit (downward). However, entering it triggers an internal script which teleports the player to...
Room C, which looks exactly like room B but it technically one map square to the right. Exiting the room takes the player to...
Room D, which in addition to the obvious upward entrance can have entrances rightward and downward.

This can be arranged how you like, really. Just remember that AB must be connected, CD must be connected, BC must look exactly the same, and B must teleport you to C.
Like this? Okay.
I thought Lollipop wanted this:
B
A
A:
|_|
B:
|-|
And then A when you go back:
|&|
Which is not possible.
Here is a more detailed tutorial on how to do this:(obviously, only an example)

Where you start.


The room you go to. These are the scripts.

The identical room.

The completely different room.
Scripts:
1:
Code: [Select]
iftrinkets(0,2)
(empty line)
2:
Code: [Select]
say(2)
gotoroom(1,0)
loadscript(stop)
text(1,0,0,4)
(empty line)
Pay attention to the cords, the script names, and pretty much everything.
I assume you know how to script.
Things you could change:
room cords
room designs, other than the entrance and exit
script names
the amount of empty lines in the first script
the position of the second script
And a lot more. Here are the things that need to remain consistent:
the first script going to the other one
gotoroom(note that the cords start with 0,0. 0,0 is 1,1 to you.)
the single empty line after text(1,0,0,4)
text(1,0,0,4)

 :D
loadscript(stop)
And a lot more. Here are the things that need to remain consistent2:
 :D
only qwertyuiopasdfghjklzxcvbnm1234567890 for iftrinkets
say(1)
...I think that's all.
Or in internal scripting:
text(gray,16,200,1)
...I think that's all.
endtext
endcutscene
untilbars
loadscript(stop)
 :D<I used that smiley a lot in this post. Wow. :verdigris:
Hope that helps!
« Last Edit: September 10, 2014, 10:58:24 pm by shape worrior t »