mulder
Wacky Amoebatron
Posts: 41
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Post by mulder on Feb 28, 2013 22:39:19 GMT
Could these be added as an alternative to the DIG commands? It would allow making fodder appear (or disappear) when holding a certain object or when another flag is set (example - it could be used to insert a wall which allows you to jump up to reach the exit of a room). The DIG commands would still be useful (Dig Dug clone?), so wouldn't be replaced by this but they are a bit cumbersome for opening doors etc...
A much more complicated change would be to introduce 'BLOCKON' / 'BLOCKOFF' allowing you to switch any tile on or off in certain rooms, but I think we've thrashed that one out before.
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Post by Jonathan Cauldwell on Mar 1, 2013 22:16:30 GMT
How about something like PUTBLOCK n, to draw a block on screen at the current LINE and COLUMN position, where n would be the block number? The block's properties would be transferred too, so you could open or close doors, create or destroy platforms etc, although it would be up to you to ensure you didn't display over a sprite.
I'm thinking about removing the FILL routines anyway, and this would be a more flexible alternative.
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mulder
Wacky Amoebatron
Posts: 41
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Post by mulder on Mar 2, 2013 12:55:36 GMT
Yeah, that could work.
I guess most applications wouldn't need a check, you just wouldn't place a wall anywhere in the path of an enemy sprite or in a place that the player can access. Stray 'bullets' might be a problem still, as they could be anywhere on the screen.
I take it the problem is that you are placing sprites 'over' things, and to delete them placing them over again. So, if they are wiped out by a wall, the delete process would actually display them again or just corrupt them?
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