What did you want to do for the first trap? I imagined that there would be 5 or so different looking tiles. Then there would be one correct kind of tile (not the diamond). Then the player would have to jump about through the tiles to the correct ones. I figured it would work similarly to the ones that were on kenttest. What's your thoughts on that? Before you get to into designing the temple I would highly suggest that we nail down player control and jumping physics. Let me warn you from experience, if we change how any of that works your temple will become obsolete. On Tue, Jun 23, 2009 at 3:25 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Been really busy today and will probably be busy the next couple days. I > would suggest leaving the trap areas open for now. If you are willing to > push on anyway and have specific questions, send em my way and I will be > happy to help out when I get a chance. > > > On Tue, Jun 23, 2009 at 2:23 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> Man that's awesome >> On Tue, Jun 23, 2009 at 2:16 PM, Apache User < >> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >> >>> User:rorac >>> >>> Message: Expanded a little on templemap, added template code as per >>> Kent's advisement. >>> >>> Need a sign (next room is diamond path). Kent, I will need your help to >>> help build that part and begin putting traps in the hallway (first right = >>> first trap area). >>> >>> <Files Changed> >>> U Scripts/Maps/templemap.lua >>> A Scripts/Maps/templemap_geometry.lua >>> >>> >>> >> >