PlushMayhem

Artist and JRPG enthustiast


neocities (has my links)
plushmayhem.neocities.org/
carrd (has my links)
plushmayhem.carrd.co/

BurntPepsi
@BurntPepsi

The areas on the edges here have trigger zones that turn that placeholder items on and off. Because I'm addicted to generic actions that can be composed into more complex behavior. I LOVE GENERIC ACTIONS THAT CAN BE COMPOSED INTO MORE COMPLEX BEHAVIOR


BurntPepsi
@BurntPepsi

Here's a quick example using the flag-aware entity shown off in the above post.

The door has an event zone which has two branches, depending on if the key flag is set or not. Both branches show a different dialog box and nothing else, because I haven't integrated doors into the generic action system.

The 3 line squiggle there is a flag-aware entity. If the key flag isn't set than it's visible. If it is set, it's hidden.

The trigger zone is moved onto of the flag-aware entity (which is no longer set to be solid) and the trigger zone is now in interact mode instead of automatic. Interacting with it starts an action set (just a list of actions) that shows a dialog box and then sets the flag. When the flag is set, the squiggle hides itself and we get the effect of it being picked up.

This was super quick to set up in the game, and typing this post took 2x longer.


BurntPepsi
@BurntPepsi

Saving is currently the most complex behavior, and probably will be for a while. This one involves:

  • Moving to a known location
  • Playing an animation on a character
  • Directly moving a character (as in, not forcing them to move like they normally do)
  • Showing a dialog box that branches into two other action sets
  • Saving
  • Hiding the dialog box
  • Unlocking the PC

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