Boss
I got a boss appearing on the same screen as a warp (stairs). If you walk on the stairs you'll exit the boss area. Any clever way of disabling the warp temporary and enabling it again after the boss sequence is completed or do I have to create a sprite that's blocking the way to the stairs?
You could create an invisible barrier in front of them for the meantime. Or you could make the stairs not to be able to warp until the boss fight is over.
Sadly, I'm too lazy to tell you how to do this.
Sadly, I'm too lazy to tell you how to do this.
I'm not. The trick is to temporarily set the hardness of the stairs to "not hard".
That's what I usually do. (blocking the thing off that is)
You could make the warp itself scripted. But I think blocking it off is usually the easier way.
You could make the warp itself scripted. But I think blocking it off is usually the easier way.
Magicman, that wouldn't work. Atleast I'm not aware that it would.
A sprite without hardness can't be used to teleport so disabling the hardness should work. However, this means Dink can walk on top of the stairs as the hardness no longer prevents Dink from walking on top of it. Therefore, it's better to make some blocking sprites with hardness.
Is it sp_hard(#); that you use when determining if a sprite created with create_sprite is hard? sp_nodraw works fine, but not sp_hard, Dink can still walk through the blocking sprite and enter the stairs.
Aw man. It's been so long time when I last made hardness with script. Anyways, I think it's done by putting sp_hard(¤t_sprite, 0); to the void main(void) of the script.
You need to update the hardness too. Use this after the sp_hard: draw_hard_sprite(&your-sprite-here);














