Following Atarius Maximus' Zelda example, I wanted to program another Zelda-esque adventure game with characters of my graphic novels. The player controls a dragon-like creature I call a Draker that shoots fireballs at enemies. So programming on how to get the player from the overworld map to a cave or dungeon has been driving me crazy. I started using labels but the game would crash when programming the player colliding with a ladder icon to goto a dungeon. For instance:
rem ** draker collides with the ladder icon
if boxcollision (xpos,ypos,16,16,blspace_x,blspace_y,16,16) then goto dungeon_a
I've been trying to make it work by moving around the room data statements, corresponding screen maps, etc under the label "dungeon_a".
I wonder if the dungeon maps need to be put into another memory location instead?
Here's a demo of the program. All you can do is explore and shoot fireballs at enemies. You can also talk to other drakers.
For those of you just stumbling around here for the first time, the newest build is now updated here.