I just press whatever buttons. I would probably hit right or down first, though. It doesn't really matter that much to me.
I just press whatever buttons. I would probably hit right or down first, though. It doesn't really matter that much to me.
I use all directions. It's less confusing that way. Just plop Link somewhere on the screen, make him invisible, and put stair warps all around him. No confusion in which direction to press, no worrying about giving the player instructions. Now, if I need the player to make a choice, I still put Link in the middle of the room, but I limit the directions he can choose to however many choices he can make. I put solid combos in the other directions. And I make sure the player knows which direction corresponds to each choice.
It may also be good practice to disable the player's sword and items if you're really picky. You don't want Link laying a bomb and hurting himself. Of course, if you do put Link in the corner of the room with the dungeon barriers, you don't need to worry about that.
The player must do a rain dance in my quests to get through the cinema scenes.
Mostly up or down.
I use "all directions once" in a while.
Link's Birthday DX
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True, that is nice to have, but the Down+Right (Or other combinations of,) help to preserve adding excess layers. So what if the player can't walk up or left, they have down and right. Surely the player won't only be pressing left or up when they want to go to another scene. That would be sheer ludacrous.
In Tgottd I show an arrow in the direction Link has to walk at the last letter of the string.
< > ^ or v
Now you don't have to guess!
Link's Birthday DX
Info+Download All gaming magazines give it a 10/10! (Yeah right.)
Use beta 1.92 183 or beta 2.11 8+ only if you prefer not to continue in solid matter.
Pure Tileset Update Extreme
Download - You'll like it!
Quest for Light Demo
Download
Using left and right, but doing so in accord with whomever is speaking... Most of my cut scenes are done via a communicator, and there's a flashing arrow indicating not only who's speaking, but also which direction the player neads to go to continue...
All in all it's the only near impressive thing i've managed to thrwo together... It's a lot of work to sync up that much stuff.
"You have been the veterans of creative suffering. Continue to work with the faith that unearned suffering is redemptive"
-mlk
It's hold over from when the only way to get Link invisible was to put him on the edge of a screen with the dmap set to dungeon. Somehow the tradition became to make it the bottom of the screen, and has stuck since.Originally posted by C-Dawg
Or you can just simplify the whole process by using layers and stair warps. No worries about link warping to the upper side of the screen then. And no reason to restrict Link's motion either.
I dont understand why everyone uses Side warps for cinematics when tile warps are so much more reliable...
-C
I haven't tried this, but would it work to make the cutscene advance by pressing A? What I'm thinking is to put sword triggers all around Link and then have a stair warp appear beneath him. The only problem is that you might have to have Link move before the stair warp would register. Also, if you do fast text with the A button, Link slashes as soon as the text is done, so that might be a slight issue.
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