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 )
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.
Conceptual Adventure - Day/Night Cycle Timer
Conceptual Adventure - Day/Night Cycle Timer
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- MyNameIsKooky
- Rainbow Spirit Master
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