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Right NES Dungeon Doors Are Not Functioning

dungeon doors nes dungeon

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#1 TonyTechnic

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Posted 10 July 2024 - 02:14 PM

Hello everybody! I'm struggling a bit with the NES Dungeon DMAP type. Specifically, any right-leading door created from the doors menu will not work. If locked or shuttered, it will open after the entry requirements are met (either using a key, or completing a flag in the case of a shutter) but Link can't go through. Other doors work fine, it's just doors facing the right for some reason.

 

Listed Info:

  • Right-leading doors will not work even if all the combos have no collision.
  • Link is able to enter the door, but he will not go to the next room like there is an invisible wall blocking him.
  • The DMAP type is NES Dungeon.
  • The door type is default from the doors menu preset (Not a tile warp or side warp like one who would use in an entrance.)
  • Doors facing up, down and left all work as intended.
  • Doors can still unlock, and shutters will still open. Link just can't pass through the then opened door.

If anybody could provide insight or ideas on how to fix this issue, that would be greatly appreciated. Thanks!



#2 Emily

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Posted 10 July 2024 - 02:48 PM

It sounds like you're trying to go right too far. An NES dungeon dmap is sized 8x8, not 16x8, so you only have 8 rooms of width to work with. (This 8 rooms does not need to be lined up with the left of the *MAP* though, there is a slider in the dmap editor that allows you to offset it). Attempting to scroll off the edge of a dmap results in hitting an invisible wall instead, unless a sidewarp is assigned to that side of the screen (in which case the sidewarp will take effect).



#3 TonyTechnic

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Posted 10 July 2024 - 03:06 PM

It sounds like you're trying to go right too far. An NES dungeon dmap is sized 8x8, not 16x8, so you only have 8 rooms of width to work with. (This 8 rooms does not need to be lined up with the left of the *MAP* though, there is a slider in the dmap editor that allows you to offset it). Attempting to scroll off the edge of a dmap results in hitting an invisible wall instead, unless a sidewarp is assigned to that side of the screen (in which case the sidewarp will take effect).

 

Ahh, I didn't realize dungeons didn't have the same map size as the overworld. I adjusted the location of the rooms, and now the dungeon is working perfectly. Thank you very much for your time!



#4 Mani Kanina

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Posted 10 July 2024 - 06:33 PM

You can force the screen transition anyway off the play area by having the right-facing ones be configured as side warps instead. It's rather jank, but I've done this in some of my older quests when I wanted larger dungeons.



#5 Emily

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Posted 10 July 2024 - 11:26 PM

You can force the screen transition anyway off the play area by having the right-facing ones be configured as side warps instead. It's rather jank, but I've done this in some of my older quests when I wanted larger dungeons.

Though your "you are here" marker will glitch off the map if you do so, it's better to just place a second dmap in the other 8x8 and sidewarp to that





Also tagged with one or more of these keywords: dungeon, doors, nes dungeon

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