How to stop progressing to the next stage unless stepping on arrow

Aerisetta

Active member
I seem to randomly succeed at doing this, but im not sure how and also randomly fail.

I want to make a stage that does not automatically transition to the next stage after all enemies are killed. (I have an arrow that does the transition when stepped on)

I always thought it was the TYPE setting in the level entity, but now im not so sure.
 
Well, you can set the zone not to end, for example, by setting "type" to 2. However, then your hud will disappear on that zone. I have not yet heard of another command that causes the zone to not end even if we kill all the opponents. Although you can always, put an entity on the map called: "endlevel", so that your level won't end even if all opponents are killed.

Code:
name	EndLevel

type	endlevel
shadow	0
branch	EndLevel

anim idle
	loop	1
	delay	10
	offset	10 10
	bbox	0 0 20 20 
	frame	...

You can also use "branch" to set what level the player should be moved to after stepped on this entity. If this way doesn't suit you and you don't want there to be a possibility that the player has to be teleported after stepped on something. Then you can try to do a similar thing albeit this time put an enemy that is invisible and does not move.

Code:
name	Nothing

health	1
speed	0
type	enemy
shadow	0
nomove	1 1
subject_to_wall 0

anim idle
	loop	1
	offset	70 160
	delay	10
	frame	...

If you create a level in which it is possible to move in both directions (left and right) and the player has the ability to go back to some part of the level, then you can increase the "offscreenkill" of such an entity. Although you must remember that in the case of enemies you may have a problem such that the game will not want to respawn the next enemies. For example, if you put your this enemy in some part of the level, the game will not be able to go further until your invisible entity is killed.
 
There are many ways to prevent level from ending on its own and forcing player to step on exit or arrow to end level.
They are:
1. Create invisible enemy (as mentioned above)
2. Place endlevel entity
3. Use type 1 level + set 0 timer + place invisible obstacle.
 
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