absolutely in love, breezed through all too quickly. while clearly unintended, i think neal should be left in as a feature!
niil
Recent community posts
a rather surprisingly well-designed platformer reminiscent of mario's better parts, in particular i've enjoyed how naturally it eases the player into discovering secrets and learning how power-ups work. of course, this is a demo, but it definitely has a potential that i will surely love to see developed. keep up the good work!
new issue - it appears that in the experimental version the map can only have either script triggers or sound triggers. the firstmost available trigger will lock all others to its type. as in - if trigger 1 is a script, trigger 2 will not play as a sound and instead stop the game in place since there is no script to run or end. if trigger 1 is a sound, trigger 2's script will not begin at all, presumably because it's trying to run a sound
that worked, actually, entities can be moved as a workaround indeed. also realized how KeshaFilms used the "light move" command with the same coordinate system, you can offset or "spawn"/"despawn" them too. thank you!
a bit unrelated, but is it possible to make triggers play sounds even after the player has been returned to the game with "map return"? currently having "map return" in a script makes played sounds cut out as the script finishes. are sounds in scripts broken, or is there different functionality for that? trying to make a one-time noise play when a player goes somewhere
the Experimental branch does not seem to have entity spawning working correctly. is that the case, or has the script been changed again? the entities, enemies or pickups, do not appear, while other scripts like displaying text or door controls work fine. spawning works fine on regular branch. experimental script in question, the text part works:
entity spawnat badguy 14 10 0
vn 1
text "Enemy spawned!"
map return