so.... nobody?
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Show posts MenuQuote from: monkey_05_06 on Sat 20/03/2010 18:32:26
Well technically there's no need for a dummy room at all. Say in the editor your player is set to start in room 1. Then you could do this:Code: ags // room1.asc function room_FirstLoad() { player.ChangeRoom(Random(5) + 1); } // GlobalScript.asc function on_event(EventType event, int data) { if (event == eEventEnterRoomBeforeFadein) { if ((data >= 1) && (data <= 6)) { // only set the timer for the rooms that are going to use it SetTimer(1, GetGameSpeed() * 10); // 10 seconds the proper way :P } else SetTimer(1, 0); // disable the timer for other rooms } } function repeatedly_execute() { if (IsTimerExpired(1)) player.ChangeRoom(Random(5) + 1); }
Quote from: Radiant on Tue 16/03/2010 15:28:38Maybe this one?
And hey, I even know Castle Adventure! I used to play that and want to add extra features and stuff, that's one of the things that got me into game design. Looks like it already has a remake, although it's missing now.
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