clicky the ‘persistant’ box on samus.
Done, you now keep all your upgrades.
clicky the new object button, and put in the collisoin with samus something like
room=roomyPlace said object in a room (It needs a sprite as a collision mask, but make it invisible) and right click it. or is it crtl+rc? W/E whichever brings up a menu, then go to the bottom, and go into the ‘creation code’, and put
xx=(w/e x you need samus to be in the next room)
roomy=the room_index of whatever place you want to warp to.
A safer method than making Samus persistent would be to make all of her variables global and initialize them at the start of the game. So, for example, instead of like “Samus.weapon” (or just “weapon” if you’re using it inside Samus), it will be “global.weapon”. That way it will carry over to other rooms.
When the game starts just set them all to default (like “global.weapon = 0;”) in some initializing object on your title screen or whatever, so Samus doesn’t have to mess with them in her create event. So she won’t reset them every time you enter a room.
To have her start the next room at a certain spot (ie. in front of the door of the room you came from) you could also use global vars (something like “global.startx” and “global.starty”). The door object should set those variables to correct place before going to the new room, and Samus should teleport to that position in the create event.
PY explained how to get each door to have different destination rooms and coords. Right-click + ctrl on each door instance to get the creation code box, in which you can set the vars for it to use later.
Well, when you rightclick+crtl, the creation code is akin to putting things in the ‘create’ event, except they can be different for each instance, so no more ‘warp-toroom1’, ‘warp_toroom2’, etc!
Is there anything else you don’t get @t92, very true, I have all of my pickup variables global-led and inside my HUD object, so I can be quite flexible with Samus.
Unless she’s set to persistent, you can’t. What you do is set the coordinates in global variables, which get carried over to the next room, and then have Samus teleport to those coordinates at the very start of the room (in her create event). So like this:
Upon starting a new game, just before going to the first room of controlling Samus:
global.startx = … ;
global.starty = … ;
// Where she starts in the first room of the game
Door instance creation code:
gotox = … ;
gotoy = … ;
gotoroom = … ;
// Destination room and coordinates for this specific door
Door object collision with Samus:
// Optional room transition code would wrap around this
// But that’s another story
global.startx = gotox;
global.starty = gotoy;
// Tell Samus to go to the coordinates this door leads to
// And then go to that room
Samus create event:
x = global.startx;
y = global.starty;
// This is when Samus actually goes to that point
Hard to explain without just writing the code. Get it, though? Global vars stick around from room to room, so you can place coordinates in them for Samus to teleport to at the start of the new room. Just don’t forget to set them correctly each time you go to a new room, or she’ll end up going to the last room’s coordinates in the new room–probably not good.
Also, I just happened to notice that this topic is… in the wrong board, and shouldn’t be its own topic.
Somehow I didn’t notice that earlier. I won’t close it right now since we’re already into a discussion, and I don’t think moving the posts into it would leave any sort of notice here as to where the topic suddenly went.
I have some ideas for metroid levels, and i need an engine to make it happen. i dought thatr you guys are gunna give away the source for the old engine (the one used in demos before 3.0), and you guys say that i can’t make one myself, and I am DEFINITLY NOT gunna just say fuckit and abandon these levels, sence i have been making these levels in my mind since i first played super metroid.
The create event is where you can make extra stuff happen when Samus is created. That’s where you place that bit of code, but I don’t think it’ll work if Samus is persistent.
“gotoroom” is a local variable to the door instances only, so it doesn’t get passed over to Samus. Samus doesn’t need it though–the doors call “room_goto(gotoroom);” to send her to the next room and then the info isn’t needed again. Samus only needs what position to teleport to once that new room loads.
Yeah, sorry, that was unclear. That code was written for inside the door object, its collision with Samus.
Try having Samus not be persistent–I don’t think the create event gets called when she is, since she doesn’t get created again when a new room loads.
Hopefully you can get it to work now. If not, I might find the time to make a sample program for you to look at, but it might be a while as I’m pretty busy lately.