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tutorials:main:ch01-04 [2013/03/25 13:31]
nick [Part 18: Setting the Screen Starting Point]
tutorials:main:ch01-04 [2017/07/27 01:24] (current)
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 {{guycave-tilewarp.png?direct|Tile Warp dialog}} {{guycave-tilewarp.png?direct|Tile Warp dialog}}
  
-Each screen can contain up to 4 unique tile warps: A, B, C, and D. This is the main reason we asked you to make sure you were using //Cave (Walk Down) **[A]**// We won't be dealing with multiple tile warps for quite some time, so just editing Tile Warp A (Tab A, obviously) should reduce confusion.+Each screen can contain up to 4 unique tile warps: A, B, C, and D. This is the main reason we asked you to make sure you were using //Cave (Walk Down) **[A]**//We won't be dealing with multiple tile warps for quite some time, so just editing Tile Warp A (Tab A, obviously) should reduce confusion.
  
 Anyway, the reason we opened this dialog was to confirm that the //Type// is set to **Cave/Item Cellar**. With this warp type set, nothing else in this dialog matters. It will always warp you to **Screen 80** (the cave template screen) of the current map. Click OK once you are finished confirming the settings with this dialog. Anyway, the reason we opened this dialog was to confirm that the //Type// is set to **Cave/Item Cellar**. With this warp type set, nothing else in this dialog matters. It will always warp you to **Screen 80** (the cave template screen) of the current map. Click OK once you are finished confirming the settings with this dialog.
tutorials/main/ch01-04.1364232711.txt.gz · Last modified: 2017/07/27 01:24 (external edit)
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