It seems that, in using warps, the direction the player is facing after he warps is determined by how he walks into the warp, and not by which direction I choose when I create the warp's warped location.

It is a bummer, because when I choose the warp's warped location, I get the impression that I am choosing which direction the player will be facing when he warps. Also, it would be nice to have the direction the player is facing determined, because this affects not only aesthetics (it looks retarded when a player warps and is facing a wall) but also general gameplay (I want the player facing a direction as a sort of nudge in which way to proceed).
I suppose I am posting this more as a general complaint then as workshop material.
Although, here is the context.
I have a dungeon. I am looking for more of a puzzle dungeon then a fight-the-next-enemy-and-proceed dungeon(not that there's anything wrong with that). So anyways I came up with the idea of using the warps. I made a dungeon with a bunch of (not connected) hallways each a different shape. Each hallway has say three warps in it. All the warps take you to different places in different hallways. Blah blah blah. It ends up being a sort of maze, you know, with one way out.
(stop me if someone has already done this in another game: I ordered the maxdrive; it's on its way; and when I get it, I will be able to experience all the ways you guys have already manipulated RPGM3)
Anyways, the dungeon is now kind of a bummer since I testplayed it. Half the time I use the warps, I end up facing a wall. And this is determined by how I walk into a warp, and not by the direction I picked when I picked the warp's warped location.

It is a bummer, because when I choose the warp's warped location, I get the impression that I am choosing which direction the player will be facing when he warps. Also, it would be nice to have the direction the player is facing determined, because this affects not only aesthetics (it looks retarded when a player warps and is facing a wall) but also general gameplay (I want the player facing a direction as a sort of nudge in which way to proceed).
I suppose I am posting this more as a general complaint then as workshop material.
Although, here is the context.
I have a dungeon. I am looking for more of a puzzle dungeon then a fight-the-next-enemy-and-proceed dungeon(not that there's anything wrong with that). So anyways I came up with the idea of using the warps. I made a dungeon with a bunch of (not connected) hallways each a different shape. Each hallway has say three warps in it. All the warps take you to different places in different hallways. Blah blah blah. It ends up being a sort of maze, you know, with one way out.
(stop me if someone has already done this in another game: I ordered the maxdrive; it's on its way; and when I get it, I will be able to experience all the ways you guys have already manipulated RPGM3)
Anyways, the dungeon is now kind of a bummer since I testplayed it. Half the time I use the warps, I end up facing a wall. And this is determined by how I walk into a warp, and not by the direction I picked when I picked the warp's warped location.



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