Warping to new map

#1
First let me say GREAT SITE!! ‎  I'm new to all of this and have only been working with SOM for 5 days. ‎  I've figured out how to make the map, register objects, emimies armors, weapons ect... ‎  I want my game to be a multiple map game. ‎  How do I set up "warping to/from" each map?

This will probally be the first of many questions, as I haven't played with layering and setting doors/switches/counters/events yet. ‎  I'd like to first get my maps done and set all of the enemies/items/objects and NPC/Shops then worry about finishing touches like music and soud effects ect.

Thanks!

Chris
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#2
I think we all hope you do something nice with SOM Rainbow

You probably want to be using the "Detailed Player Warp" (the name might not be word for word) event instruction.

Edited: Set it up on an object with an approach trigger if you want a warp point behavior.
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#3
Thanks! ‎  I haven't played with event triggers yet so I'll have to look at that tonight. ‎  I'm new to this but am picking it up pretty quick now. ‎  There's alot to take in with this software. ‎  The first night I started making my map it took me 3 hours to figure out how to match up pieces correctly when changing from differnt sets, especially from the outdoor set to an indoor set. ‎  I just made up a spreadsheet to use later on to keep track of weapons, armor, objects, enemies ect..... ‎  Figured it'd help me later on when I start creating and placing everything....
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#4
How do you set up new events? ‎  I can't figure out how to create a new event. ‎ 
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#5
There are some tutorials around the website. I don't think I've used them much myself; but I bet they'd really help a lot if your not the type to pick this sort of stuff up real quick. They can help a lot with the details, but I'm not sure which tuts are which. I know John has some as well that get more technical, but are not very organized/complete.

My advice starting a new project is when adding items and things to your roster, leave big spaces between groups. This will really help you find stuff quickly and make room for other things. The sample KF1 remake project is like this. Also it can be helpful to have a dummy event just called Notes on each map with message instructions explaining how things work and as ?reminders for yourself. Lastly once you are done playing around, you should consider just how complex you want your global events to be, and try to prepare them as much as possible before investing in a second map. This way you can copy the first map to make the other maps which will carry over the global events. Because otherwise you'll have to do all your global events by hand.

If you're like me though, and you decide you want to go crazy with global events, eg. make so many never ending events that it would be impossible/foolhardy to copy them manually, I have tools/techniques for copying events into already existing maps (so don't feel limited as long as you're willing to understand/take advantage of such extra tools are your disposal)

Quote:How do you set up new events? ‎  I can't figure out how to create a new event. ‎ 

Events are assigned to Objects/Monsters/NPCs. So you have to make one of those first. Even if the event really doesn't need one (there is a dummy object) ...there are also some empty "APPOINT" events you can maybe use for globals?? Once you make one this way you can actually copy it around the event space using the Events menu/dialog. The process is a bit ham handed that way. Sometimes I open up the event file and copy in a bunch of empty events so I have spare event slots when I need them.
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#6
Thanks.? I'm picking it up pretty quick so it's not too bad.? I just haven't had more than 3 hours at a shot to work with it so I am picking it up a little slower than I'd like.? Last night I only got about 30 minutes before I had to run out and help my parents with my brother as he's really sick and will probally be in the hospital before the end of the weeeknd.? As far as events, I was a litttle concerned as when I pulled up the event list, there was only open map, close map, player death, 2 or 3 others and then 5-7 blank system appoints.? I was assuming you could go in there and create new ones.?? You mentioned opening the event file and adding more "spare slots" that are usable.? Is this the only way to create more possible events past what is avaialbe when you start a new project?? I have read the tutorials on the site but didn't see anything on setting events.? I might have missed it though.? I plan on getting my first map 100% before creating the second one.?

I was using the tutorial and did as advised by setting up alot of objects/weapons/ormor/items BEFORE I started the map.? I have learned that I DON'T want to do this first as I want to get the game set first, then figure out what objects I need/want and to make a table list first then register what items and stuff I want/need.? I think this will make my life alot easier.? I have 65% or so of my first map set already with a town (sort of like Diablo 1 where you have a starting town that has a group of NPC's to assist you with the map you're on.? I sort of want to make it along the lines of Diablo 2 as each map is sorta like a different "ACT" in the game.?

I have a rough idea of a storyline but will probally want to write something up to follow to keep myself on track.? I already picked up on setting the elevations have different "levels" on the same map and it worked pretty well.? I know there's ALOT I need to dig into as the game is fairly vast with many variables.?

I feel very limited though when it comes to outdoor walls/fences.? I really couldn't find anything that would really work as a fence to put around my graveyard I have.? I also would like to have some short walls and maybe some type of fencing to fence in towns and areas on my outdoor set.

It looks like your guys are pretty great guys with lots of info.?

Thanks for the advice.

EDIT:
After looking in the tutorial, there is a small section on events. ‎  I think I see what you are talking about. ‎  When you create an object/NPC/ECT, you can assign an event to them and that's when it will add it into the event list. ‎  Is this correct? ‎  I thought you needed to create the event then select it when you want to assign it. ‎  I think I have I have the order of making and assinging events backwards...
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#7
(2009-10-16, 01:51 PM)lavaelf1024 link Wrote:EDIT:
After looking in the tutorial, there is a small section on events. ‎  I think I see what you are talking about. ‎  When you create an object/NPC/ECT, you can assign an event to them and that's when it will add it into the event list. ‎  Is this correct? ‎  I thought you needed to create the event then select it when you want to assign it. ‎  I think I have I have the order of making and assinging events backwards...

Correct, you typically will create an object/item/enemy and then assign events to that. ‎  For events that should affect the map as a whole you will likely want to make a dummy object somewhere off to the edge of the map grid that wont interfere with the game itself. ‎  Tie any global events to that dummy object.

I will also encourage you to get as many global events as you can finished (as many as you think you may need) before you start making several different maps. ‎  It is not terribly easy within SOM to recreate events for each map unless you copy the whole map in the first place.
- Todd DuFore (DMPDesign)
Site Founder
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#8
Thanks. ‎  It's a learning process and hopefully I can get into it more this weekend with the weather being crappy here. ‎  The key is keeping the kids busy so I can have the day to really dig in a mess around with stuff!
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