Btw, map doesn't work. It gives some loading errors On Tue, Jun 23, 2009 at 3:31 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > 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 >>>> >>>> >>>> >>> >> >