2010-10-08, 02:19 AM
If you plan to let the player walk around on more than one story...
One thing to bear in mind, is I think many types of events will trigger even though you are too far away on the Y axis.
If there are workarounds you will need to be careful to make sure you always deploy them.
That said you might want to consider handling all of your events manually. I don't know if I will stick to it. But in one project I was working on I started setting up events for all of the doors / treasure chests / etc so I would have more control. But mainly because I wanted the player to have a more enjoyable experience, and felt like making the player dig thru their inventory to try one key after another was player abuse, versus just looking for the key in their inventory. Also I made most of the popup messages blank because I didn't like them more or less, but also for reasons like I was probably using 20 sealed doors for every actual door as just general props (though it would probably be best to make a new non-door object -- if there was a way)
Ex will definitely have a way to do custom popup messages. In fact I don't think there is any hurdle to adding that at the moment... it would work by loading a number for the custom message into a designated counter, then the message would display for the same amount of time. The messages would need to be defined in the translation file, like <message0> and that's that.
One thing to bear in mind, is I think many types of events will trigger even though you are too far away on the Y axis.
If there are workarounds you will need to be careful to make sure you always deploy them.
That said you might want to consider handling all of your events manually. I don't know if I will stick to it. But in one project I was working on I started setting up events for all of the doors / treasure chests / etc so I would have more control. But mainly because I wanted the player to have a more enjoyable experience, and felt like making the player dig thru their inventory to try one key after another was player abuse, versus just looking for the key in their inventory. Also I made most of the popup messages blank because I didn't like them more or less, but also for reasons like I was probably using 20 sealed doors for every actual door as just general props (though it would probably be best to make a new non-door object -- if there was a way)
Ex will definitely have a way to do custom popup messages. In fact I don't think there is any hurdle to adding that at the moment... it would work by loading a number for the custom message into a designated counter, then the message would display for the same amount of time. The messages would need to be defined in the translation file, like <message0> and that's that.