It is.SpiderFighter wrote:#stuff (is this for the One Room? Lemme know, please, and I'll change my concept, since you're going before me).
That tells me i need to go bigger!SpiderFighter wrote:It's definitely possible to do this all with plates, counters, and timers, but the most difficult aspect is clutter on the screen. When you have one plate with 25 lines radiating off it to different walls, it becomes extremely difficult to see the wall that you missed connecting to. Moreso, if you are using the same plate to close additional walls. Your best friend, as you've said, is graph paper. I'd recommend picking a direction (clockwise, counterclockwise) and sticking with that as you start connecting things. Regardless of whether you make the connections by hand or by scripting, though, keep your plates 3 squares away from any shifting walls or the player will be able to duck underneath them before they close (that is, two spaces between your plate and the wall).
That's why I plan to 'assemble' the 'roomlets' in various parts of the map then slide them into position afterwards. So, when creating I'll make the layout of the 1st 'room' in the bigger main room. Then select it all and slide it to the top right corner, repeat for the other configurations - making them, hooking them all up, and then sliding them aside. Then I'll slide the 'roomlets' into place one at a time, stitching them together triggerwise where needed. This is of course tedious and prone to mishaps as there is no undo action in the editor yet so one false click and drag, and it'll all go up in smoke.
I can of course look into the various scripting solutions, while mentally more taxing they seem like they might be a touch more reliable.
I saw this in the screenshake thread and really don't like the idea of it cutting off abruptly.... can i make the volume decrease overtime? like some sort of volume = -.01 overtime script?Skuggasveinn wrote:you can just redefine the current one with no loop- Earthquake-ish sound, i will find a suitable sound for this as the current earthquake sound lasts forever
Code: Select all
defineSound{ name = "earthquakenoloop", filename = "assets/samples/env/earthquake_01.wav", loop = false, volume = 1, minDistance = 1, maxDistance = 6, }