idontknow
03-26-2006, 05:02 PM
I know i've suggested linking timed warps before, butthat didn't catch a lot of attention & this idea is a more practical and likely easier to implement & easy to use.
What someone else called "Seasonal Dmaps", because of how it could be applied to making an overworld with several seasons, i'd like to call it: "Dmap Cycling"
There'd be a new tab in the Dmap Editor for it, with the following options:
--Timed Dmap Cycle (or Warp) Tics: How much time elapses while on that dmap before you warp.
--Next Dmap: You pick from a dropdown menu which dmap Link warps to.
--Direct Dmap Warp: A checkbox so that you don't need to select the warp arrival point for each screen for the arrival dmap.
--Warp Type: A dropdown menu similar to the one in the sidewarp & tilewarp editor. You can select whether the dmap cycles instantly (with no transition effect) or after fading to black, or with a zap effect, and so forth.
--Use Warp Arrival: A dropdown menu where you could pick A, B, C, or D. This cannot be chosen, nor does it need to be, if direct dmap warp is checked.
*Note: that there's no warp destination screen. Why? Because the warp destinations are the same screen coordinates, but on the dmap you have selected as the next dmap.
That's all you have to set! This would make it so that while on any screen in that dmap, you would warp after being on that dmap for a total amount of tics (which doesn't reset after moving from screen to screen by the way) But does reset when you leave that dmap & return.
Also, all warps still apply to each screen, even timed warps. So dmap cycling does not conflict with these warps. i.e. If a timed warp happens to occur before the dmap cycling, you will follow the sidewarp destination instead.
Here's a crappy mock-up of it:
http://www.geocities.com/know_it_all8/mockup.bmp
With this, there could be a few screen flags:
--Null Dmap Cycle: If a dmap has a cycle set in the dmap editor, any screen apart of that dmap with this screen flag checked will not cycle. Good for areas of your overworld, such as towns perhaps, where time seizes to exist.
--Secrets->Stop Dmap Cycle: If secrets occur, dmap cycling then will not (but only for that screen) So if you burn a burn flag and this is set, the dmap will not cycle for the rest of the time on that screen, but when you leave that screen to go elsewhere (on the same dmap lets assume), then the cycling may resume.
--Toggle Direct Dmap Warp: If checked, it will do the opposite of whatever's set as the dmap property. So if both are unchecked or checked, that screen will not have a direct dmap cycle and therefore the appropriate arrival point needs to be set. If one is set, but not the other, then when on that screen, the dmap cycle will be a direct warp.
EDIT: I give props and credit to punkonjunk1024 who sparked the basis for these ideas.
What someone else called "Seasonal Dmaps", because of how it could be applied to making an overworld with several seasons, i'd like to call it: "Dmap Cycling"
There'd be a new tab in the Dmap Editor for it, with the following options:
--Timed Dmap Cycle (or Warp) Tics: How much time elapses while on that dmap before you warp.
--Next Dmap: You pick from a dropdown menu which dmap Link warps to.
--Direct Dmap Warp: A checkbox so that you don't need to select the warp arrival point for each screen for the arrival dmap.
--Warp Type: A dropdown menu similar to the one in the sidewarp & tilewarp editor. You can select whether the dmap cycles instantly (with no transition effect) or after fading to black, or with a zap effect, and so forth.
--Use Warp Arrival: A dropdown menu where you could pick A, B, C, or D. This cannot be chosen, nor does it need to be, if direct dmap warp is checked.
*Note: that there's no warp destination screen. Why? Because the warp destinations are the same screen coordinates, but on the dmap you have selected as the next dmap.
That's all you have to set! This would make it so that while on any screen in that dmap, you would warp after being on that dmap for a total amount of tics (which doesn't reset after moving from screen to screen by the way) But does reset when you leave that dmap & return.
Also, all warps still apply to each screen, even timed warps. So dmap cycling does not conflict with these warps. i.e. If a timed warp happens to occur before the dmap cycling, you will follow the sidewarp destination instead.
Here's a crappy mock-up of it:
http://www.geocities.com/know_it_all8/mockup.bmp
With this, there could be a few screen flags:
--Null Dmap Cycle: If a dmap has a cycle set in the dmap editor, any screen apart of that dmap with this screen flag checked will not cycle. Good for areas of your overworld, such as towns perhaps, where time seizes to exist.
--Secrets->Stop Dmap Cycle: If secrets occur, dmap cycling then will not (but only for that screen) So if you burn a burn flag and this is set, the dmap will not cycle for the rest of the time on that screen, but when you leave that screen to go elsewhere (on the same dmap lets assume), then the cycling may resume.
--Toggle Direct Dmap Warp: If checked, it will do the opposite of whatever's set as the dmap property. So if both are unchecked or checked, that screen will not have a direct dmap cycle and therefore the appropriate arrival point needs to be set. If one is set, but not the other, then when on that screen, the dmap cycle will be a direct warp.
EDIT: I give props and credit to punkonjunk1024 who sparked the basis for these ideas.