Suggestions for implementing secret doors

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Started by nijineko 7 posts View original ↗
  1. I am looking for suggestions for implementing secret doors on the map level in my project.

    Parameters:
    • This is a early rogue-like dungeon-crawl old-school style game.
    • Secret doors need to appear like any other stretch of wall prior to reveal.
    • After reveal, it needs to appear as a door.
    • The method to reveal secret doors is global - activate the reveal, and all secret doors on the map are revealed simultaneously.
    • The reveal method will last for a certain amount of time, or until certain regions with negation properties are entered whichever happens first.
    • Are there any two-square or three-square high by one-square wide doors anywhere?
    My initial thoughts are trying to use some combination of region and events to replace the tiles with the door tiles during the reveal, but I'm not finding any suitable door graphics, which is bugging me enough that it is making it hard for me to figure out the logic. Silly, I know.
  2. Try to use rocks and trees as events. Its cliche, but also very useful,
  3. I know there is a great post with these but cannot find it right now... sorry.
  4. Those bookcases look very nice.

    Is there a way to change the tiles on the map on the fly? I'm still learning all the controls.
  5. If the door is secret and needs to be hidden, you could just leave the event graphic empty. You won't need any special graphics for that. Then, when the secret door is no longer secret, use another event page that shows a regular door. Or are you looking for a graphic for the secret door after it's revealed so it looks more like it's part of the wall?
  6. Oh, good idea for revealing hidden doors.

    I'm looking for a method to make a section of wall (tiles) to change into an opening that matches the other openings (wall plus floor tiles), ergo a hidden passageway. Animation would be nice, but is optional at this stage.

    On a related subject, anyone have door animations that are three tiles high and one tile wide?
  7. So, here's the sequence in my head, after thinking about it for a while, and trying and failing to figure out how to make terrain tiles selectively passable for players via an event... I'm trying to keep it simple:
    • Player casts a magic skill designed to find hidden doors/passageways
    • Certain wall tiles change to floor tiles for the duration of the magic skill.
    • -or- place a "glow" animation over the now passable tiles and use some event mechanism to turn on the THROUGH function on the player, while controlling where they can go.
    *Update*

    Okay, I've finally figured out a way to use the THROUGH function. However, it isn't quite behaving as I expected. I'm trying to get the part where the character simply walks through the wall, however, my event is blocking the player from passing over the tile where the event is positioned?

    ◆If:Player is facing Left
    ◆Set Movement Route:Player (Wait)
    : :◇Through ON
    : :◇1 Step Forward
    : :◇1 Step Forward
    : :◇1 Step Forward
    : :◇Through OFF

    :Else

    :End

    This results in the player being able to enter the tile, and then pass through the wall, and turns off the THROUGH correctly, but only if they are facing left. If I try to pass over the event from the bottom or top, the player is blocked from moving.

    How can I resolve this, please?


    **UPDATE**

    Also, if I check the THROUGH checkbox on the event, it no longer interacts with the player, and doesn't trigger at all.

    Thus far, all attempts at allowing them to walk up and down have failed either doing nothing or freezing the game entirely.