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-Liam-

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  06/12/2008
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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
29th February, 2008 at 11:45:30 -

Think Super Mario World. I'm sure there will be numerous ways of doing it but I've never actually attempted it before. What is the easiest or most effective way making one?

 
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AndyUK

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  01/08/2002
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29th February, 2008 at 12:29:59 -

I guess 4 way movement that keeps walking until the player is overlapping one of the level markers. With a path between connected levels.
Each level marker should be unique and completed levels have to be stored in an ini/array or global value.

there's probably more to it than that...

Super mario bros 3's level selection is similar but a more simple variation.

 
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Pixelthief

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Game of the Week WinnerWeekly Picture Me This Winner!You've Been Circy'd!VIP MemberI like Aliens!Evil klikerThe SpinsterI donated an open source project
29th February, 2008 at 14:23:53 -

You do the entire thing off a big bad node setup. You create a function that moves the player from node to node visually, and they tie every node together with a 4x way up/down/left/right linked list and....

oops.

In TGF/MMF, you uh, somehow use the alterable values inside the node objects to somehow point to other node objects. Like replace A/B/C/D/E with "UpPointer", "DownPointer", "LeftPointer", "RightPointer" & "ThisNodeID". Then, when the player is on the node and presses an arrow key, it simulates the movement between the node the player is on top of, and the node with the ID stored in the node the player is on top of's alterable value pointer.


In other words, you really really wish you had linked lists.

 
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