this was done by making invisible objects that i would just place over targeted objects, and when they were walked over, when they collided with arlette, they would making the respective labels appear.
this is the code for opus' house activator.
alert=0;
if place_meeting(x,y,obj_movement_test){
alert=1;
if instance_number(obj_opus_house_label)<1{
instance_create(view_xview[0]+640, view_yview[0]+64,obj_opus_house_label);
}
}
if (alert=0){
with(obj_opus_house_label){
instance_destroy();
}
}
and to go over this in a little more detail, that alert variable is just so that when arlette is no longer colliding with the activator, the label is destroyed.
i made a new activator for every separate house because it was simpler than messing with the creation code.
simpler is better than faster in my experience.
i also got fruity loops, FL studio.
so tomorrow i'll be messing with that trying to come op with some background music for this hub world.
i don't know to much about composing, but i do know i want something more on the side of ambience than melody.
think firelink shrine vs wily's castle.
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