[quote data-userid="279" data-postid="83409"]
Today’s coding lesson:
Moving Dizzy from one location to another instantly. (x & y are co-ordinates to move to, not forgetting to add 12 to both co-ordinates so he lands at the right place on the map (and x co-ordinate divisible by 4).
From an action function use the command PlayerSetPos(x,y); to move Dizzy to the new location.
Can use PlayerSet(P_X, x); or PlayerSet(P_Y,y); if just moving him in one direction.
If using a collide function best to add PlayerEnterIdle(); so that he doesn’t continue in the same direction he started.
If only moving him sideway, then just use the PlayerSet(P_X, x) command so that the y position remains the same if he is jumping.
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Thanks for the help. I will try all this as soon as possible. Since I am creating a flat world, I will have to use this function as much as possible.
[quote data-userid="90" data-postid="83411"]
Looking good Darkly. That’s a nice looking castle, hopefully we will get in it later! Also like the way the leaf appears on the tree after you use it, nice little touch.
Conversations work better now, I think. But it think that Dizzy should say “I will see what I can find” to Grand Dizzy instead of ‘could’.
One other thing to bear in mind (and this isn’t an issue at present, with the game all on one level), but the Dizzy knocked out animation when he falls from height is the monochrome version so looks wrong. But obviously if the game is not going to involve high levels to fall from (and there’s nothing wrong in that, see most of Grandad’s games), then it won’t matter.
Good luck with the game, and with your uni work – remember not to let the uni work get in the way of the far more important programming! {yolkfolk}:joy:
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As soon as I master the programming of teleportation and doors the castle interior will be explorable. :lol:
Unfortunately, the Magicland dizzy doesn't have a fall animation. I will eventually use the Spellbound Dizzy's sprites. Then everything will look fine.
Learning the programming and creating the game at the same time, is a bit tough. But motivation wise it is far better. I am hoping to make it episodic. I even created artsy medieval engravings with the Yolkfolk.

