Hey everyone. If you want to save switch space here's a little tip.
Make an item like this
1. No name (Make the item name blank)
2. Make the type = Other
3. Status = Hide
4. Drop = Unable
Now whenever you have areas where you can only move a certain path this can be useful. For example in my game Broken Sky, I can have my character walk up to a cliff and say something via treasure event. Before the end of this event, give the player the item. Now make another event on the way back that activates when the player has that item. Simple right? (I hope I made that easy enough to understand)
NOTE - Make sure to remove the item after the event! If you use this trick multiple times in a game it could mess you up if you don't remove the item every time lol
NOTE 2 - You could even take this a step farther for switch intensive puzzles. Such as if you get to 5 items you can make a 2nd item representing that. It wouldn't work for all cases where switches are needed, but hopefully this will help someone out! =)
Make an item like this
1. No name (Make the item name blank)
2. Make the type = Other
3. Status = Hide
4. Drop = Unable
Now whenever you have areas where you can only move a certain path this can be useful. For example in my game Broken Sky, I can have my character walk up to a cliff and say something via treasure event. Before the end of this event, give the player the item. Now make another event on the way back that activates when the player has that item. Simple right? (I hope I made that easy enough to understand)
NOTE - Make sure to remove the item after the event! If you use this trick multiple times in a game it could mess you up if you don't remove the item every time lol
NOTE 2 - You could even take this a step farther for switch intensive puzzles. Such as if you get to 5 items you can make a 2nd item representing that. It wouldn't work for all cases where switches are needed, but hopefully this will help someone out! =)




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