Please, all I need you to do is answer a question or two.
Lets say in choose your own adventure you get really really far and then you faint.
Having a map feature would allow you to hit continue then click the map and go back to where you were.
Do you think that the player should have to re-visit all of the tasks and options to get back to where they were, or is a shortcut ok?
Would you mind if there was no map feature?
If your project was oversized, would you cut out a feature such as this?
Thank you for your input.
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That's exactly what my dad said. Thanks.
I'm thinking about cutting out the map since that takes up, maybe around 5 mb?
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If you have items, they should be left behind where you were. You would have to walk back there. Of course, there should be checkpoints.
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TheBlueRocky wrote:
If you have items, they should be left behind where you were. You would have to walk back there. Of course, there should be checkpoints.
Cant figure out how to get them ^^;
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pokemongardevoir wrote:
TheBlueRocky wrote:
If you have items, they should be left behind where you were. You would have to walk back there. Of course, there should be checkpoints.
Cant figure out how to get them ^^;
You can't figure out what the checkpoints will be, or you can't figure out how to program it?
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TheBlueRocky wrote:
pokemongardevoir wrote:
TheBlueRocky wrote:
If you have items, they should be left behind where you were. You would have to walk back there. Of course, there should be checkpoints.
Cant figure out how to get them ^^;
You can't figure out what the checkpoints will be, or you can't figure out how to program it?
Both... ^^;
I think may know how to though..
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pokemongardevoir wrote:
TheBlueRocky wrote:
pokemongardevoir wrote:
Cant figure out how to get them ^^;You can't figure out what the checkpoints will be, or you can't figure out how to program it?
Both... ^^;
I think may know how to though..
Have a variable "Checkpoint". It's either 1, 2, 3, 4, 5, etc. Each one represents where you do when you faint. When you start the game Checkpoint is 1. In the sprite of the checkpoint do:
(When Flag Clicked)
(Wait Until [touching (player)])
(Set [Checkpoint] to [checkpoint number])
When you faint,
Upon Fainting,
(If [(Checkpoint) = (1)])
---(Go to [corresponding checkpoint])
(If [(Checkpoint) = (2)])
---(Go to [corresponding checkpoint])
(If [(Checkpoint) = (3)])
---(Go to [corresponding checkpoint])
etc.
Will that help?
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Thay script wont really help me but thanks anyway. ill keep experimenting.
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