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activation tile

Posted: Wed Jul 24, 2013 7:19 pm
by Ian
What do you think about an activation tile: If you step on it, it triggers and changes the map.
This would be useful for letting a tunnel collapse, spawning suddenly monsters, landslides(I'm trying to bring Sarumar's idea in the game), having a passageway opened or it gives and actorcondition to the player(lava and swamp tiles hurt the player.)

I'd really like to code this myself but I can't. :(

Re: activation tile

Posted: Wed Jul 24, 2013 8:00 pm
by Sarumar
Ian wrote:What do you think about an activation tile: If you step on it, it triggers and changes the map.
This would be useful for letting a tunnel collapse, spawning suddenly monsters, landslides(I'm trying to bring Sarumar's idea in the game), having a passageway opened or it gives ank actorcondition to the player(lava and swamp tiles hurt the player.)

I'd really like to code this myself but I can't. :(
+1 Maby the best suggestion ever !

Re: activation tile

Posted: Wed Jul 24, 2013 9:32 pm
by Tomcat
Ian wrote:What do you think about an activation tile: If you step on it, it triggers and changes the map.
This would be useful for letting a tunnel collapse, spawning suddenly monsters, landslides(I'm trying to bring Sarumar's idea in the game), having a passageway opened or it gives ank actorcondition to the player(lava and swamp tiles hurt the player.)

I'd really like to code this myself but I can't. :(
I love this idea, also. I have some ideas on how to specify these within the map file. (E.g. for the spawning, add to the Spawn layer object an attribute named ”activation” whose value equals the name of an Activation object in the Key layer which is placed on the trigger tile(s). But I don't know of that makes for the most efficient coding.

Re: activation tile

Posted: Thu Jul 25, 2013 5:32 am
by Ian
Tomcat wrote:I love this idea, also. I have some ideas on how to specify these within the map file. (E.g. for the spawning, add to the Spawn layer object an attribute named ”activation” whose value equals the name of an Activation object in the Key layer which is placed on the trigger tile(s). But I don't know of that makes for the most efficient coding.
I like your idea about the attribute "activation"! I think, that would be an easy way to code it.

Re: activation tile

Posted: Thu Jul 25, 2013 9:29 pm
by Tomcat
Ian wrote:
Tomcat wrote:I love this idea, also. I have some ideas on how to specify these within the map file. (E.g. for the spawning, add to the Spawn layer object an attribute named ”activation” whose value equals the name of an Activation object in the Key layer which is placed on the trigger tile(s). But I don't know of that makes for the most efficient coding.
I like your idea about the attribute "activation"! I think, that would be an easy way to code it.
I want to start learning my way around the mapping code, to see how this kind of thing night be done.

Re: activation tile

Posted: Fri Jul 26, 2013 4:38 am
by Pyrizzle
I had a quest in mind that would use an activation.
You would have to decide wither you want to burn a building down or not...


It's a questline i have been brainstorming for quite some time.

Re: activation tile

Posted: Fri Jul 26, 2013 10:43 am
by Antison
Pyrizzle wrote:I had a quest in mind that would use an activation.
You would have to decide wither you want to burn a building down or not...


It's a questline i have been brainstorming for quite some time.

Pyro wants to burn down a building? ...shocking


Re: activation tile

Posted: Fri Jul 26, 2013 11:52 pm
by Pyrizzle
Fight the establishment!! Burn down a Feygard Outpost!!!

Re: activation tile

Posted: Sat Jul 27, 2013 12:13 am
by Sarumar
Pyrizzle wrote:
Fight the establishment!! Burn down a Feygard Outpost!!!
:lol:
and the "lord" Geomyr too :twisted:

Re: activation tile

Posted: Sat Jul 27, 2013 12:42 am
by Pyrizzle
This is definitely something that i would love to see in the game.

Being able to change the world around you in slight ways would help to bring Andor's World to life.