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Madgnome



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  19/11/2004
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19th November, 2004 at 06:04:03 -

I'm working on a pirate adventure game which is a platformer. The way I have it set up is so that you can move on to different "zones" and even backtrack (think rooms from Metroid). The problem is, I'm not sure how to handle the treasure you get. I was thinking about adding coins to the zones as well as hidden treasure chests throughout the various levels. The thing I'm undecided on is if I want to make it so that when you pick up coins they are gone for good or if they are still there when you backtrack. The problem this could lead to is someone just going in and out of a room to pick up the coins. Although Super Mario World let you go back to previous levels and play them all over again, so one could get more coins in that game.

I guess overall I'm just undecided about whether to save the fact that you already picked up a coin or just leave it alone so that you can pick it up again when you come back to the room. What do you guys thinK?

 
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Dr. James MD

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19th November, 2004 at 06:09:45 -

if your going to have lots of items, remember this is how id do it its not necessarily the best way hehe , id use the 1000 Global Values object and have each key item represented as a value, say if GV1=1 then destroy the object on the level and replace it with one in the inventory. meh just my simple way

 
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19th November, 2004 at 09:13:18 -

Loads of games let you do that, If you decide to allow it, you could just make the coins (or treasure) worth less to the player, like instead of 100 for an extra life make it 500 for an extra life.

and if you want to make the coins stay gone from room to room try making each section of the game in the same frame, if you feel you can do that with the object limits.

 
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