Multiple Warp ins/outs

Bamey

New member
From what I've read/understand the idea of having multiple warps on a single screen isn't too bad, but the concept of 'warping in' to multiple locations on the same screen can get very complicated.

The context is I'm trying to design a game where you're in a house, and each room has multiple entrances and exits which interconnect; so basically I would want the player to warp to the correct entrance of the next room depending on which warp they trigger.

From what I've read there are a lot of ways to potentially approach this problem, but I was wondering if someone can guide me on what the best direction might be with the example listed above.

Thank you all!
 

dale_coop

Moderator
Staff member
From what I've read/understand the idea of having multiple warps on a single screen isn't too bad, but the concept of 'warping in' to multiple locations on the same screen can get very complicated.

The context is I'm trying to design a game where you're in a house, and each room has multiple entrances and exits which interconnect; so basically I would want the player to warp to the correct entrance of the next room depending on which warp they trigger.

From what I've read there are a lot of ways to potentially approach this problem, but I was wondering if someone can guide me on what the best direction might be with the example listed above.

Thank you all!
I recommend checking out the official tutorials, especially the "13 Bytes of October" series from:
https://www.thenew8bitheroes.com/learn
In the Day 5 videos, Joe explains how to code multiple warps.
 

Bamey

New member
I recommend checking out the official tutorials, especially the "13 Bytes of October" series from:
https://www.thenew8bitheroes.com/learn
In the Day 5 videos, Joe explains how to code multiple warps.
Thank you for your reply (I also think you answered my Q on the Facebook group as well... was just trying to cover as much ground as possible :LOL: ), at 24:15 in the day 5 video Joe makes a comment that you could use other user defined bytes to define secondary 'warp in' points but doesn't go too far into it noting that it gets complicated.

I followed the video up until that point; are there any resources out there that walk through the 'warp in' portion of this puzzle? My assumption early on is that with the 8 user defined bytes I could have up to 4 extra warp outs/warp ins by using four user defined bytes for the outs in the manner that Joe used in the video, and using four other user defined bytes to set alternate coordinates based on the the warp out.

I'm I a little bit on the right track or am I missing a big piece of this?
 

dale_coop

Moderator
Staff member
Thank you for your reply (I also think you answered my Q on the Facebook group as well... was just trying to cover as much ground as possible :LOL: ), at 24:15 in the day 5 video Joe makes a comment that you could use other user defined bytes to define secondary 'warp in' points but doesn't go too far into it noting that it gets complicated.

I followed the video up until that point; are there any resources out there that walk through the 'warp in' portion of this puzzle? My assumption early on is that with the 8 user defined bytes I could have up to 4 extra warp outs/warp ins by using four user defined bytes for the outs in the manner that Joe used in the video, and using four other user defined bytes to set alternate coordinates based on the the warp out.

I'm I a little bit on the right track or am I missing a big piece of this?
There are many as ways to implement that... Joe explains one way of doing it... All depends of your project.
Here's another one: https://www.nesmakers.com/index.php?threads/unlimited-warps-one-screen.2553/
 
Top Bottom