I'v been thinking for a couple of week now, about making the easiest code for
moving the player (any movement) from Doors A to Doors B and opposite.
The Idea is that:
You have 2 seperate rooms (you can acess them via doors only) on the same frame.
When you position your hero player overlaping with the doors and when you press UpArrow key or move joystick up...
I tried with destroing and creating objects - but it sometimes work and sometimes don't (when the player goes through door A to door B it's fine, but then when you wana go opposite way sometimes it doesn't work well - and i cannot find the reason why)
The doors have a running animation now, which is the open door animation. The dissapearing animation of the player is also longer than the appearing animation, so you might want to fix that.
Did you draw the graphics and animations yourself? Because they look great.
Don't aim for perfection- you'll miss the deadline
'~Tom~ says (16:41):
well why does the custom controls for the keyboard palyer even affect the menu controls at all whats thep oint jsutm ake it so for the keyboard palyer on the menu screens everything is always up down left right enter regardless of the controls they set'
I took aptennap's file and put in my engine. Both are there for comparison, but aptennap's won't work unless you activate it in the events and delete the action in the Start of frame event that spreads 1 in alterable value A for Door A and Door B.
hey Aptennap I got almost the same event like in your example, but still when player start to appear it look's like he appears twice :> ( but again sometimes only...hmmm...) i think it's just a matter of tweaking player animation frames.
On one of my earliers trys on this problem i have something like that:
+ when door A opening animation = door A opening animation frame number 7 (when the doors are fully open)
- destroy player, make player invisible, start door B frame opening animation
+ when door B opening animation = door B opening animation frame number 7
- create player, make player visible
and it works quite nice, you just need to have good synchronization of player dissapearig/door opening and player appearing/door closing animation, it's a bit annoying but work good :>
and yes i did the graphics by myself...and thanks :>
+ when door A opening animation = door A opening animation frame number 7 (when the doors are fully open)
- destroy player, make player invisible, start door B frame opening animation
+ when door B opening animation = door B opening animation frame number 7
- create player, make player visible
Are you using this right now?
I don't understand why you destroy the player and then make him invisible.
when you destroy player (even in your file) and then create him at some other position I've noticed that the players object "apears" and after that appearing animation is playing - so it's allready visible befor appearing animation.
but when i made him invisible after destroing and make him visible after "door b...frame 7" only appearing animation is playing...
I'll post you example of that tommorow morning.
but actually i modified it a bit last night. i delete that visible/invisible thing, and replace some events,
and now it's working like i want it to work - but question is still here - can it be done by using less events?
heh i probably expect to much.
oh and also added some unnecessary stuff...like sounds...no comments
Looks great I don't think it could be done with lesser events, you should not worry about it anyway. This is a great engine to use for your game. Good luck!