How to: Rooms that loop back around on each other? #105
Replies: 4 comments
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You can override It sounds like something I could add to sample project I guess. |
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Ok, it turned out more complex than just overriding
They have to be handled differently. In 2f2e199 I added an example of looping rooms (LoopRoom1-3). It's not perfect though, to make it work without any jank it'd require to modify some MetSys methods. That should be customized for the game's needs, not sure how much a dedicated general system for that would be useful. EDIT: |
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Your example was extremely helpful, thank you so much for putting that demo together. I have looping rooms working now (I even did some vertically!) and at this point in time I think I'm sorting out some game-specific logic. Thanks again for the work you put in to help me -- I'm working on a game for Metroidvania Month and MetSys has been immensely helpful. The game takes place on the surface of a cube, the transitions might not make complete sense right now, but the map looks like this and the room teleports function.
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Hi there! I've been enjoying the plugin and I'm wondering how you might approach this design. I'd like a set of rooms to loop back onto themselves to make a sort of "Lost Woods" area. What approach would you take, for example, in order for the outer rooms oriented like this to be connected to each other?
I've been looking at the
MetSys.room_changedsignal as well as experimenting with an Area2D that callsawait Game.get_singleton().load_room(target_map)similar to what the elevator does in the sample project, but I think that's not the best solution since the player position doesn't get updated automatically like it does with linked rooms.Thanks again for the plugin, it is really useful!
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