This will be a continual Devlog until I believe I've made enough progress to compile everything into one devlog. I wanted to start yesterday, but I was too caught up in things.
Currently, I'm slightly annoyed by the collision detection since:
1: I was unable to create it myself
2: It makes this weird bounce effect
3: It turns you around
... so I think I'll rebuild the collision before moving on to exploration.
In case something goes wrong, I have MK3 backed up.
On an unrelated note, ![]()
I swear every time I see the names of these devlogs I see "DRBEF" and think "What's Dr. Bef?"
Delta Rune Board Engine Framework
I read it as Dr. Bef
Another tip: don’t base movement off of directions. Have right and left run the “change x by” block and up and down run the “change y by” block.
Yeah, I just thought of that this morning, thanks for reaffirming it
Okay, I just streamlined the code for that.
Wait... remember my idea for room switching? You know... the one that goes like this?
Up edge=switch to backdrop number +2
Down edge=switch to backdrop number -2
Right edge=switch to backdrop number +1
Left edge=switch to backdrop number -1
Well... I gave it some thought, and I realized that, within reason, this could be used for a map that is 2 by 2.
Think of it like this: We have a 2x2 grid, starting in the bottom left with backdrop 2, ending in the top right with backkdrop 5.
It's this:
| 4 | 5 |
| 2 | 3 |
My code would work for this. Let's say that the edges are sealed off, meaning we can't go from 3 to 4.
2+1=3
2+2=4
3-1=2
3+2=5
4-2=2
4+1=5
5-1=4
5-2=5
So, let's increase it. If we had a 16 by 16 grid, we would keep the horizontal backdrop switching the same, but increase the vertical switching to 16. IT WOULD WORK!!! I sound like a crazy person but trust me bro it would work!!!!!
IM SLOWLY SIVING DEEPER INTO INSANITY WAHOOO
Sorry I’m late on this, but here’s my system:
You have two variables: Background X and Background Y
When you go right a screen, BG X increases by one, when you go up a screen, BG Y increases by one, etc.
All backdrops are named with their coordinates in an X-Y format (ex. “1-1” “2-3”) and whenever they receive change backdrop broadcast, they run this block:
Switch backdrop to (join (join (Background X) (-) ) (Background Y))
You will need to program all the other objects’ positions individually for each backdrop, but the backdrop code should be automatic at this point
What about subareas? I'll need those at some point.
Do I mark them with unique letters, and switch the code strings and uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhnhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
ykw screw it I'm figuring it out myself
Well time to add to the timeline DUNGEON FRAMEWORK
yippekiyay
Good luck, YOU'LL NEED IT.
For subareas, just set the coords to some absurd value like 1000-1000