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[Reference Room] Threshold transition #8
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I wouldn't mind tackling the issue this week. That being said I think I'm going to have a busy week so if someone wants to pick it up sooner feel free! |
@andrewrady Do you have much work in progress on this? Otherwise I'm going to bust it out today. Don't worry there will be plenty more tasty issues coming to work on :) |
@Jared-Sprague I haven't done much with this issue due to time, it's all you! 🙂 |
@Jared-Sprague did you have a chance to work on this? I was just wondering if you wanted help or been super busy and wanted help 🙂 |
@andrewrady I'm so sorry for taking so long to get back to you I've been super busy with Open Jam If you are still interested in working on this that would be great! The object selection example in the reference room already has objects placed on the doors, so that would be an easy example to start from. You would need to do 2 things:
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@Jared-Sprague sorry for the late response. Super cool, I hope Open Jam is a good time! I can look at it this weekend if haven't wrapped it up. |
The pipes in this example are very similar: |
I'll pick this up and work on it this week. |
@nwforrer here is the pick of the whiteboard about how this should work. Use the mario example between pipes and underworld rooms for inspiration. We have two types of transitions, "Position" e.g. exiting via a door and "Inspect" e.g. looking out a window. |
When the character clicks a threshold object to leave the room i.e. a door, a transition will take place and load the new room with the character spawning at a defined position in tiled.
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