It would make sense if it was:
Overworld: 1,1; 1,2...
Subarea 1: 1101,1101; 1101,1102...
Subarea 2: 1201,1201; 1201,1202...
and so on...
Cutscenes: 10001,10001; 10001,10002...
It would make sense if it was:
Overworld: 1,1; 1,2...
Subarea 1: 1101,1101; 1101,1102...
Subarea 2: 1201,1201; 1201,1202...
and so on...
Cutscenes: 10001,10001; 10001,10002...
1000-1000 is good, since I don't think the final game will have a 998001 tile overworld
Well time to change any code that relies on BG#
Now, one thing: with my system, you should have a black backdrop with no specific name that the backdrop switches to before switching to the coordinates of the backdrop so that you don’t get corrupted rooms.
ROOM_TEMP
Wait that sounds really funny now that I think about it lol
I'm not gonna have room temperature there bro, nvm.
CORRUPT_PREVENT
augh a bunch of stuff relies on BG# , so I need to overhaul it all
That empty white space is where you put the “-“ so that the backdrops can be named “1-1” and stuff like that
Also put a switch to corrupt_prevent block right above the main switch block
Yep got it
I am become spaghetti coder
Coder of crappy scratch games
That’s just all of us on scratch
The guy who coded A different Snowgrave sitting in the corner:
That guy actually has made another game since then, and it’s even better
Underfell: One Hell of a Show
You should play it
Wow
You know what? In the full game, I'm intentionally going to leave in a way to get out of bounds and warp around the map. Just as a neat trick.
It would be funny if somebody decided to spend an hour walking out-of-bounds to the subarea
I mean... low% would go crazy XD