Conceptual Adventure - Day/Night Cycle Timer

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Qloof234
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Conceptual Adventure - Day/Night Cycle Timer

Post by Qloof234 » Tue Apr 01, 2014 11:00 pm

Right, so. This isn't an April Fools' Day joke, believe it or not.

I've been working on this for a little while, and I think I've sorted out the major bugs in it. I think.

This system takes up a sizable area, so it probably doesn't have much practical use as a day/night cycle - Making a "realistic" looking day-night transition would probably take up an even larger amount of space. Not really worth it.

Having said that, this system does allow for one thing that could be useful - Using CMD4, you can effectively "load" information between levels. For instance, this could be used to make an NPC be in a different place depending on what the "state" of the previous level is.

I'm not quite sure how to explain it properly, but it can be seen in the adventure - Depending on when you leave the first level, the glove charger in the second level will start out as a different colour.

Obviously this system isn't exact - While it might be possible to make a more exact version, it'd take up a significantly larger amount of space. If anyone can find a way to improve on this, by all means, go for it - you don't need my permission (though credit would be nice 8) )

The .ZIP file contains the original folder for use in the Editor (you can't quite see the full mechanism in-game, because Spy-Eye), while the .wa3 file is just... well, the example level itself.
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MyNameIsKooky
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Post by MyNameIsKooky » Tue Apr 01, 2014 11:06 pm

This is pretty cool. A Wee Stinker eventually got smashed by a green gate though. :(
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Qloof234
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Post by Qloof234 » Tue Apr 01, 2014 11:08 pm

Hmm, that's what I was worried about... I think I know how to fix it, I'll take a look shortly.
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Koopson44
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Post by Koopson44 » Tue Apr 01, 2014 11:42 pm

MyNameIsKooky wrote:This is pretty cool. A Wee Stinker eventually got smashed by a green gate though. :(
A gruesome end to an April fools day.
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