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Cronic
03-29-2002, 05:45 PM
Are there any room types that allow text to appear but do not create the invisible barriar that cuts off the top half of the screen?

VEL
03-29-2002, 05:47 PM
The "zelda" room type, but then you get those 4 fires in front of the guy.

Chris Miller
03-31-2002, 12:08 AM
Well, if you want to go through the trouble, you could make the text room a different dmap, that way you could use the entrance text as whatever you wanted to say. I can't really think of any other way, though. :shrug:

Cloral
03-31-2002, 01:52 AM
You could have the text on an overhead layer if you don't mind making letter tiles and then having them hang there the entire time.

K-Teclis
04-01-2002, 06:35 AM
Would it be possible to set a string with guy on a layer screen and laye that one over the other?
So that the screen is layered with a text layer screen...:rolleyes:

plith
04-01-2002, 10:31 AM
Why not use the Zelda room and use overhead combos (if your combo page isn't too full) or a layer to hide the fires. Then just make sure link can't walk there.

C-Dawg
04-01-2002, 11:54 AM
Plith, you see some of the problems that come with this implementation in my quest. Using overcombos can be detected by boomerangs and the like. It's not so bad, but it can be annoying...

-C