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Is it possible to trigger a level to be "destroyed" after beating it, or beating it in a certain way?

Posted: Thu Feb 25, 2016 7:29 am
by Greensbr
I was wondering if it was possible to trigger a level to be "destroyed" after beating it or beating it in a certain way.

What I mean by that is that the player would no longer be able to access it when they try to enter the level, but they can move along the path on the world screen.

Even better question. Is it possible to make it so that if the player DOES access it, it instead starts them on a different map. For example, the 1) level was a castle, 2) you beat it, 3) so it got "destroyed", 4) now when you go into the level, you simply move to a flat land outside with a broken castle in the background, and exiting the screen on either side ends the level.

Basically can you change the "nature" of levels on the world map by activating certain triggers?

Re: Is it possible to trigger a level to be "destroyed" after beating it, or beating it in a certain way?

Posted: Thu Feb 25, 2016 8:05 am
by Alper0022
You could look into using lunalua, and if you're good at code, it would probably be pretty easy to create the effect.

But I haven't used LunaLua that much, so I don't know how to make the effect.

Re: Is it possible to trigger a level to be "destroyed" after beating it, or beating it in a certain way?

Posted: Thu Feb 25, 2016 9:16 am
by underFlo
You can use the onNPCKill event if the level ends via an exit NPC to write to the data class that you beat the level. Then, on the world map, you can check for that data variable to change the sprite to a destroyed castle and the destination level to the destroyed one.