Moving actor through scenes
I hope someone can solve this one;
So basically I have a Castlevania style game, and my actor needs to be able to move through scenes, but not stop. At the same time my actor needs to be able to backtrack and go back to the previous scene, as well as be able to go up on higher ground and move through areas above (think castlevania rooms and multiple entrances)
So, I thought of a solution to all this, have 8 actors, one integer
set 4 actors to act as triggers to change scene, and when you overlap them change the integer value (1,2,3,4) respectively.
set 4 actors as spawners on each scene with 4 entrances.
If 1 spawn actor at (0,30) so youre coming in from the bottom left, and if 2 spawn actor at (560,30) bottom right for example.
and so on,
This works (although theres probably a better way) but the problem is that i want to retain his velocity and not have to do all this, to make it so that the player can just hold down the walk button and walk into the next scene.
Any thoughts??? keep in mind the 4 entrances and different x,y positions;
x-------------x
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x-------------x
Comments
x-------x
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x-------x
dont know why it came out weird on top
bump
bump
@raze_struck , you can store the actors linear velocity to a game level attribute, just before the scene change.
When the actor gets spawned in the new scene, just set his linear velocity to what it was.
self.Motion.Linear.X / Y
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