[4.5.6]Maze Can prize tiles be changed stay gone the rest of game after pickup?

kevintron

Active member
I have been working on my game using the maze mod. Ive done the initial tutorial and all the maze ones. Its basically pac dude type game but I have my character set to walk to the next screen not flip back to the other side. My question is about the prize tiles. I have 2 in my game the second a higher value point reward. When you walk back to a screen or warp back in it resets the prize tiles back. I get why this would be set like this initially. Can I change that so they only reset when the game is over? Is it a matter of adding code to the tile to stay gone? Or is this an advantage of using a player object like the 1up in the advanced maze tutorial. If you do that are you limited to an amount you can use per screen like monsters? Or is it this module isn't setup like that and this requires a bigger tinker? The reason I want to change this? In my game I feel like this let's players spam low value items to increase score. If you could do that there is little incentive to go for the higher value more difficult to reach prizes.
 
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Jonny

Well-known member
You'd probably need to utilize triggered states but I've never been able to get it to work sorry.

There's information about it in the adventure game video tutorials. Might be at least somewhere to start.
 

m8si

Active member
I'm struggling with the same issue. This could be easily done with user variables if I only could understand how to hide a tile. Something like
Code:
LDA isPicked ;; User variable
CMP isPicked
BEQ hideTile ;; if it has been picked up
RTS
hideTile:
;; put some code here to hide the tile & collision
 

pigeonaut

Member
I'm struggling with the same issue. This could be easily done with user variables if I only could understand how to hide a tile. Something like
Code:
LDA isPicked ;; User variable
CMP isPicked
BEQ hideTile ;; if it has been picked up
RTS
hideTile:
;; put some code here to hide the tile & collision
That's a good idea! Is there a way we could trigger a tile's script without having to have an object collision? If that's possible then I think your solution will work.
 

kevintron

Active member
I have not found a solution yet. I just don't understand code enough yet I guess. I'm pretty sure the player object idea is not the way to go. Its gotta be a triggered state thing but that's something I dont get all the way either. I gotta watch the videos again.

It needs to enter the trigger state at pickup. The code part would be added to the prize tile then.? That way nothing changes for warps or continues. I'm just thinking out loud...

I was honestly debating walling of each screen and make my character warp to the next one with no way back to avoid this. But that's giving up so I'm open ideas.
 
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cramske

Member
I think youre right about it being something with the tile type. but also with loading the screen. so maybe a triggered screen??. but in that case it wouldn't matter if player picked up object or not . if they leave the room without picking it up and come back it would still be gone if it was a trigger just from leaving the screen.so a pickup that triggers the screen.. but you want the pickup to go away and not return the next time that screen is loaded. So also maybe screenload script will be involved?? I may just be confusing the situation more?? Im just thinking as well. I would love to figure this one out for my game as well. Folks can just go back and forth to a screen with an extra life in order to fill up on lives....
.
 

Jonny

Well-known member
Speaking on triggers, I don't know the first thing about them. What tutorial covers triggers?

There's a long section at the end of the MetroVania advanced tutorial. It's probably in others too because it fits single screen games more than scrolling because you can only really trigger the entire set of scrolling screens. Unless I've misunderstood that.

I was thinking of triggering screens so pickups can't be re-collected over and over... but as far as I'm aware if I was triggering screen type so the pickups were gone, ALL the pickups would be gone. I need to try it out really but that's my take on Joe's explanation. You'd have to watch the video and let me know what you think.

I got the triggering to work (for opening a door as per the tutorial) but it's quite code/data heavy. I'm trying to think of a lighter way to achieve the same thing or something similar without doing all the triggering stuff. You'll see what I mean if you follow the tutorial.
 

kevintron

Active member
Has anyone made any progress or have any new ideas? Just wanted circle back on this since someone else brought this up in another thread.
 

kevintron

Active member
This topic explored further in thread linked below. Consider the topic closed on this thread.

 
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