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Tutorial: Door Editor
Door editing is like connecting two wormholes to each other. You place a door, add coordinates, and BOOM! Ya' got a door!
Hello, I Love You, Won't You Warp Me to 1012, 237
Doors can actually be used for many things besides warping the player to other bits of the map, they can also be something to hold dialogue, or be used for ladders and ropes. If you want to make a boss battle that the player will initiate by Checking something, it's a good idea to use a Door with a text string that contains a battle() command instead of a hotspot - the door won't deactivate if the player dies and reloads their save, like a hotspot would.
Please note - doors will not work properly unless the minitile underneath it is set to 90
in the collision data. For more information, see the tutorial on the Tile Editor.
In most scenarios, you can't add anything in EarthBound without replacing something, but fortunately for us, we CAN add as many doors as we like!
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If you don't already have it onscreen, open your project in EbProjEd and go to the Map Editor
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Go to the Mode menu and select Door Edit (or hit F3)
You should be able to see a whole bunch of tiny white boxes on all the doorways, signs, ladders, and ropes on the map. These white squares are the doors.
- Right-click an area on the map and select "New door". We have now created a dummy-door.
Right-click on the newly placed door and edit it. You will then be greeted by a window.
The Type dropdown contains all of the different kinds of unique forms this new Door can grow up to be. Let's select "Door."
TODO: Explain what Stair/escalator direction does
TODO: Explain what Event Flag does
Text Pointer contains which text label should run when you interact with the door. For a plain door that's just going to warp the player, you can just leave this at $0, but if you set the Type to object and put a normal ccscript label (think filename.labelname), you'll have a part of the map you can bump into and Check!
Door Direction is what tells the game which direction the player will face when being warped to the new location.
Before continuing, go to the Options menu and select Show Coordinates. Now you'll be able to see the Warp Coordinates at the bottom, which you'll have to put in...
Destination X and Destination Y indicate where the game will warp the player.
Keep in mind that doors don't link to each other, they just warp the player to a location. If you're going to place a door, make sure to set the coordinates a few pixels in front of the map tile door, not directly on the map tile door. Otherwise, the player will be warped on the door which doesn't look right.
Warp Styles - Check this page for a complete list!
- Overworld Sprites
- Battle Backgrounds
- Battle Sprites
- Title Screen
- Window Graphics
- Logos
- Fonts
- Animations
- Swirls
- EB Project Editor
- Tile Data
- Tile Editor
- Collision Data
- Adding Map Palettes
- Map Editor
- Doors
- Warp Styles
- Enemy Placement
- Hotspots