![]() ![]() If VroomCurrent=Ventrance, switch DOWN =false We also need to make sure the entrance and exit are definitely unblocked. If VroomCurrent=8, switch UP =true (top side) If VroomCurrent=6, switch RIGHT =true (right side) If VroomCurrent=4, switch LEFT =true (left side) If VroomCurrent=2, switch DOWN =true (bottom side) If VroomCurrent=9, switches RIGHT,UP =true (top right corner) If VroomCurrent=7, switches LEFT,UP =true (top left corner) If VroomCurrent=3, switches RIGHT,DOWN =true (bottom right corner) If VroomCurrent=1, switches LEFT,DOWN =true (bottom left corner) See your paper? Now you can clearly see which directions must always be blocked, no matter how the labyrinth ends up like. You can only exit through the entrance, forfeiting the labyrinth, and the exit, solving the labyrinth. The physical limitations of a box are that you cannot exit its sides and corners. Before we do anything, we need to make sure that no switches will remain on or off from previous rooms, so let's begin with a comment "RESET" and add our reset:Īdd a comment called "Physical Limitations" and let's begin creating our box. Let's go to our Common Event called "Rules". And with this, we begin writing our first rules: Physical Limitations. At least we have now created a way to traverse the rooms while keeping track of where the player is inside the box! But right now it's not that much of a box, right? Let's fix that. That was a lot wasn't it? Don't worry, we still have a ton to go through. ![]() Now, when the player transitions, they will be transferred to the room they were heading towards. Let's go there and add this to its parallel event, before the Transfer Player command: This is why we have the Transitional map. Now, we need a way to tell the machine that the room that the player will go to, is the room that the player is arriving in. So copy and paste these commands to all first pages of all directional events and change the VroomTo to: The differences are the VroomTo subtraction or addition as well as the i and j values. In this room, they are the coordinates of the square in front of the right exit - since we are going left, we are entering the room from the right.Īll other exits need the same things. They are meant to give a sense of continuity to our labyrinth. "i" and "j" will need to be fine-tuned depending on the rooms you will be using. Transfer Player to Transitional - wherever When the player touches them, our machine needs to realize that the player is changing rooms, and where exactly is the player going. Instead, we will put them right on the exits. These are just directional so we won't put them inside the Common Event "Rules". However now we have our first most basic rules. So far we kept the first page blank since we didn't have any rules. Each room to the top is three numbers higher than the current room's number Each room to the bottom is three numbers lower than the current room's number Each room to the right is one number higher than the current room's number Each room to the left is one number lower than the current room's number Now, remember i told you to draw the box on a paper? Four things immediately come from that. Remember that static images also need "direction fix" to be ticked, so that they don't change shape when the character presses the action button on them. These 2nd pages will be activated when the exit is blocked. Condition: Switch: one of the four directional switches we made, depending on where this exit isįor example the left exit's 2nd page needs the switch "LEFT" as a condition. Image: a boulder or a door or something that blocks movement Create an event for each one of the exits. Now, first of, let's put the switches into place. ![]()
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