P1kachu presents: How to use Triggers! [2.1]
Dec 23, 2016 22:16:46 GMT -5
SpaceJump, 3ddy10000, and 26 more like this
Post by [ℙ][✓] P1kachu on Dec 23, 2016 22:16:46 GMT -5
(By the time I posted this, 2.1 isn't even out yet. ( ͡° ͜ʖ ͡°))
As you can see, in the 2.1 editor, there are lots of new stuff. Especially, triggers. There are actually 36 triggers right now, with 23 distinct types.
From left to right, we have:
- Start Pos
- Color Trigger
- Move Trigger
- Stop Trigger
- Pulse Trigger
- Alpha Trigger
- Toggle Trigger
- Spawn Trigger
- Rotate Trigger
- Follow Trigger
- Shake Trigger
- Animate Trigger
- Follow Player Y
- Touch Trigger
- Count Trigger
- Instant Count Trigger
- Pickup Trigger
- Collision Trigger
- On Death Trigger
- Disable/Enable Trail
- Show/Hide Icon
- BG Effect Trigger
- Transitions
All triggers (except Start Pos, if that's even a trigger...) have the option to be Touch Triggered or Spawn Triggered.
Touch Triggered - to activate when the icon touches the trigger.
Checking Touch Triggered will make a hitbox appear around the trigger, showing where it can be activated.
Spawn Triggered - to activate only when a spawn trigger activates it.
Checking Spawn Triggered will make an additional checkbox appear, Multi Trigger.
Checking the Multi Trigger box will allow the trigger to be activated more than once.
In this thread, I will explain what each trigger does. Get ready to be triggered! ( ͡° ͜ʖ ͡°)
Start Pos
Color Trigger
Move Trigger
Stop Trigger
Pulse Trigger
Alpha Trigger
Toggle Trigger
Spawn Trigger
Rotate Trigger
Follow Trigger
Shake Trigger
Animate Trigger
Follow Player Y Trigger
Touch Trigger
Count Trigger
Instant Count Trigger
Pickup Trigger
Collision Trigger
On Death Trigger
Disable/Enable Trail
Show/Hide Icon
BG Effect Trigger
Transitions
Thank you for reading!
If you have any questions, just please ask me.
It took me lots of hours while I made this thread to explain everything in detail.
So I would really appreciate it if you'd leave a like. Thank you!
As you can see, in the 2.1 editor, there are lots of new stuff. Especially, triggers. There are actually 36 triggers right now, with 23 distinct types.
From left to right, we have:
- Start Pos
- Color Trigger
- Move Trigger
- Stop Trigger
- Pulse Trigger
- Alpha Trigger
- Toggle Trigger
- Spawn Trigger
- Rotate Trigger
- Follow Trigger
- Shake Trigger
- Animate Trigger
- Follow Player Y
- Touch Trigger
- Count Trigger
- Instant Count Trigger
- Pickup Trigger
- Collision Trigger
- On Death Trigger
- Disable/Enable Trail
- Show/Hide Icon
- BG Effect Trigger
- Transitions
All triggers (except Start Pos, if that's even a trigger...) have the option to be Touch Triggered or Spawn Triggered.
Touch Triggered - to activate when the icon touches the trigger.
Checking Touch Triggered will make a hitbox appear around the trigger, showing where it can be activated.
Spawn Triggered - to activate only when a spawn trigger activates it.
Checking Spawn Triggered will make an additional checkbox appear, Multi Trigger.
Checking the Multi Trigger box will allow the trigger to be activated more than once.
In this thread, I will explain what each trigger does. Get ready to be triggered! ( ͡° ͜ʖ ͡°)
Start Pos
This is the Start Pos trigger. Wherever you place the trigger, the cube will start there.
The cube will start at the last placed Start Pos.
There's not really much to explain here.
Here, you can edit how fast the cube should be, which mode, size, duality and gravity.
The cube will start at the last placed Start Pos.
There's not really much to explain here.
Here, you can edit how fast the cube should be, which mode, size, duality and gravity.
Color Trigger
This is the Color Trigger. This will change the color of a color channel.
In the center, we have the Color Picker.
This is what color the Color Trigger should change to.
In the upper-right corner, we see the buttons "Copy", "Paste", and "Default".
Copy - This will copy the color you have in the Color Picker.
Paste - This will paste the color to the Color Picker you have copied before. If you haven't copied anything, it will just paste Black.
Default - This will change the color of the Color Picker to the initial color of the color channel.
In the upper-left, we have two color boxes for comparison.
The upper box is what color you have now.
The lower box is the previous color you have set.
In the middle, we have Fade Time. This is how long the color should fade.
The number is expressed as seconds (s).
For the right side, we can see "Opacity" and "Color ID".
Opacity - changes how visible the color will be. 0 is invisible, 1 is opaque.
Color ID - to change which color channel the trigger should affect. Pressing "+" can make you select from Special Color Channels.
In the lower-left, there are checkboxes "Copy Color", "Blending", "Player Color 1", "Player Color 2".
Copy Color - to change the mode of the Color Trigger. By this, you can set which color channel it should copy, and its HSB modification.
Blending - to make the color blend to make it transparent. The darker the color, the more transparent the color is.
Player Color 1/2 - to make the color copy the player's current Icon Color. This color will vary for every player who plays the level.
In the center, we have the Color Picker.
This is what color the Color Trigger should change to.
In the upper-right corner, we see the buttons "Copy", "Paste", and "Default".
Copy - This will copy the color you have in the Color Picker.
Paste - This will paste the color to the Color Picker you have copied before. If you haven't copied anything, it will just paste Black.
Default - This will change the color of the Color Picker to the initial color of the color channel.
In the upper-left, we have two color boxes for comparison.
The upper box is what color you have now.
The lower box is the previous color you have set.
In the middle, we have Fade Time. This is how long the color should fade.
The number is expressed as seconds (s).
For the right side, we can see "Opacity" and "Color ID".
Opacity - changes how visible the color will be. 0 is invisible, 1 is opaque.
Color ID - to change which color channel the trigger should affect. Pressing "+" can make you select from Special Color Channels.
In the lower-left, there are checkboxes "Copy Color", "Blending", "Player Color 1", "Player Color 2".
Copy Color - to change the mode of the Color Trigger. By this, you can set which color channel it should copy, and its HSB modification.
Blending - to make the color blend to make it transparent. The darker the color, the more transparent the color is.
Player Color 1/2 - to make the color copy the player's current Icon Color. This color will vary for every player who plays the level.
Move Trigger
This is the Move Trigger. It makes objects move.
The upper-left corner is a checkbox, Use Target.
This tells which mode the Move Trigger should use.
If Use Target is unchecked, then you have "Move X" and "Move Y".
You can type here how many block units they should move. Just remember, 10 units = 1 block.
Move X - makes objects move left or right, along the X-axis. If positive, it will move right, if negative, then left.
Move Y - makes objects move up or down, along the Y-axis. If positive, it will move up, if negative, then down.
If Use Target is checked, you can choose which Target Pos Group ID it should move to.
You can choose whether it should move according to its X only or Y only.
Below them are "Lock to Player X" and "Lock to Player Y".
These will make the objects Lock to the Player's X/Y (that is, follow their X/Y Position).
The numbers entered above will be ignored once this is checked.
Then after that, we have "Easing".
This sets how the objects should "ease in and out".
Among these easings are None, Ease, Elastic, Bounce, Exponential, Sine, and Back.
(When you select Ease or Elastic, you can modify how long the easing would happen.)
Below this is the Move Time. This tells the Move Trigger how long it should take to move. The number is expressed in seconds (s).
To the right of it, is the "Target Group ID". This is the group for which the objects the Move Trigger should move.
The upper-left corner is a checkbox, Use Target.
This tells which mode the Move Trigger should use.
If Use Target is unchecked, then you have "Move X" and "Move Y".
You can type here how many block units they should move. Just remember, 10 units = 1 block.
Move X - makes objects move left or right, along the X-axis. If positive, it will move right, if negative, then left.
Move Y - makes objects move up or down, along the Y-axis. If positive, it will move up, if negative, then down.
If Use Target is checked, you can choose which Target Pos Group ID it should move to.
You can choose whether it should move according to its X only or Y only.
Below them are "Lock to Player X" and "Lock to Player Y".
These will make the objects Lock to the Player's X/Y (that is, follow their X/Y Position).
The numbers entered above will be ignored once this is checked.
Then after that, we have "Easing".
This sets how the objects should "ease in and out".
Among these easings are None, Ease, Elastic, Bounce, Exponential, Sine, and Back.
(When you select Ease or Elastic, you can modify how long the easing would happen.)
Below this is the Move Time. This tells the Move Trigger how long it should take to move. The number is expressed in seconds (s).
To the right of it, is the "Target Group ID". This is the group for which the objects the Move Trigger should move.
Stop Trigger
This is the Stop Trigger. It will stop the effects of triggers.
We only have to set the Group ID, so the Stop Trigger will stop the effects of the triggers containing that group.
We only have to set the Group ID, so the Stop Trigger will stop the effects of the triggers containing that group.
Pulse Trigger
This is the Pulse Trigger. It adds a temporary color effect to a color channel or a group of objects.
This trigger works very similar to the Color Trigger (see above), but with new options.
At the left, we have Fade In, Hold, and Fade Out.
You can set times for how long their respective effects should last.
Fade In - to make the effect fade in
Hold - to make the effect hold
Fade Out - to make the effect fade out
To the right, we can choose its Target Type.
This will tell the Pulse Trigger if it should color effect a Channel or a Group.
Below it, you can then choose what Channel/Group ID it should affect.
Just beside it is the Exclusive check box. If this is checked, it will disable all the other Pulse Triggers affecting the same ID.
This trigger works very similar to the Color Trigger (see above), but with new options.
At the left, we have Fade In, Hold, and Fade Out.
You can set times for how long their respective effects should last.
Fade In - to make the effect fade in
Hold - to make the effect hold
Fade Out - to make the effect fade out
To the right, we can choose its Target Type.
This will tell the Pulse Trigger if it should color effect a Channel or a Group.
Below it, you can then choose what Channel/Group ID it should affect.
Just beside it is the Exclusive check box. If this is checked, it will disable all the other Pulse Triggers affecting the same ID.
Alpha Trigger
This is the Alpha Trigger. It makes objects transparent or opaque.
Firstly, we have Group ID, to choose which group with that ID it should effect.
Below it is FadeTime and Opacity.
FadeTime - how long it should fade
Opacity - how transparent it is. 0 is invisible, 1 is opaque.
Firstly, we have Group ID, to choose which group with that ID it should effect.
Below it is FadeTime and Opacity.
FadeTime - how long it should fade
Opacity - how transparent it is. 0 is invisible, 1 is opaque.
Toggle Trigger
This is the Toggle Trigger. It toggles whether objects are disabled or not.
We can set which Group ID to toggle.
Below is a checkbox, Activate Group.
If its unchecked, the Toggle Trigger will make the objects disabled.
If its checked, the Toggle Trigger will activate the disabled objects back.
We can set which Group ID to toggle.
Below is a checkbox, Activate Group.
If its unchecked, the Toggle Trigger will make the objects disabled.
If its checked, the Toggle Trigger will activate the disabled objects back.
Spawn Trigger
This is the Spawn Trigger. It will make a number of triggers activate.
This works like the exact opposite of Stop Trigger (see above).
We have to set the Group ID, so the Spawn Trigger will activate all the triggers containing that group.
Below it, we can also set the Delay the Spawn Trigger should wait before it activates the triggers.
The number is expressed in seconds (s).
This works like the exact opposite of Stop Trigger (see above).
We have to set the Group ID, so the Spawn Trigger will activate all the triggers containing that group.
Below it, we can also set the Delay the Spawn Trigger should wait before it activates the triggers.
The number is expressed in seconds (s).
Rotate Trigger
This is the Rotate Trigger. This will make objects rotate around a certain point, as if like planets orbiting around the sun.
We have two variables above, Degrees and Times 360.
Degrees - number of degrees (°) it should rotate.
Times 360 - number of full revolutions (360°) it should rotate before applying Degrees.
Below is Lock Object Rotation. If checked, the rotations of the objects themselves will not be affected.
We have Easing, similar to Move Trigger (see above).
Move Time tells the Rotate Trigger how long it should rotate.
At the right, we have "Target Group ID" and "Center Group ID".
Target Group ID - the group that will be rotated.
Center Group ID - the point where the Target Group will be rotated around. The Center Group should only contain exactly 1 object, or else it won't work.
We have two variables above, Degrees and Times 360.
Degrees - number of degrees (°) it should rotate.
Times 360 - number of full revolutions (360°) it should rotate before applying Degrees.
Below is Lock Object Rotation. If checked, the rotations of the objects themselves will not be affected.
We have Easing, similar to Move Trigger (see above).
Move Time tells the Rotate Trigger how long it should rotate.
At the right, we have "Target Group ID" and "Center Group ID".
Target Group ID - the group that will be rotated.
Center Group ID - the point where the Target Group will be rotated around. The Center Group should only contain exactly 1 object, or else it won't work.
Follow Trigger
This is the Follow Trigger. It makes objects follow other object's movements.
At the top, we have X Mod and Y Mod. They are multipliers by how much movement the group should follow.
Then, we have Move Time, to now how long the group should follow.
And finally, we have Target Group ID and Follow Group ID on the right.
Target Group ID - the group that will follow.
Follow Group ID - the group that will be followed.
At the top, we have X Mod and Y Mod. They are multipliers by how much movement the group should follow.
Then, we have Move Time, to now how long the group should follow.
And finally, we have Target Group ID and Follow Group ID on the right.
Target Group ID - the group that will follow.
Follow Group ID - the group that will be followed.
Shake Trigger
This is the Shake Trigger. This trigger will make the whole screen shake.
We have three variable here, Shake, Interval, and Duration.
Shake - how strong the shaking is.
Interval - how slow the shaking is. 0 is the fastest, 0.2 is the slowest.
Duration - how long the shaking is.
We have three variable here, Shake, Interval, and Duration.
Shake - how strong the shaking is.
Interval - how slow the shaking is. 0 is the fastest, 0.2 is the slowest.
Duration - how long the shaking is.
Animate Trigger
This is the Animate (or Animation) trigger. This makes animated objects do a certain animation.
Firstly, Group ID sets which group the Animate trigger should animate.
Now here comes the complicated part, the Animation ID.
Each animated objects (which are only Big Beasts and Bats so far) has its own set of animations.
Their respective IDs and animation can be seen in the (i) on the upper-left corner.
Big Beast:
0: bite - bite.
1: attack01 - mouth stays open.
2: attack01_end - mouth closes.
3: idle01 - the normal gobbling animation. (default)
Bat
0: idle01 - the normal flapping animation. (default)
1: idle02 - same as idle01(?)
2: idle03 - same as idle01(?)
3: attack01 - mouth opens then closes.
4: attack02 - mouth stays open.
5: attack02_end - mouth closes.
6: sleep - sleeps.
7: sleep_loop - stays asleep.
8: sleep_end - wakes up.
Firstly, Group ID sets which group the Animate trigger should animate.
Now here comes the complicated part, the Animation ID.
Each animated objects (which are only Big Beasts and Bats so far) has its own set of animations.
Their respective IDs and animation can be seen in the (i) on the upper-left corner.
Big Beast:
0: bite - bite.
1: attack01 - mouth stays open.
2: attack01_end - mouth closes.
3: idle01 - the normal gobbling animation. (default)
Bat
0: idle01 - the normal flapping animation. (default)
1: idle02 - same as idle01(?)
2: idle03 - same as idle01(?)
3: attack01 - mouth opens then closes.
4: attack02 - mouth stays open.
5: attack02_end - mouth closes.
6: sleep - sleeps.
7: sleep_loop - stays asleep.
8: sleep_end - wakes up.
Follow Player Y Trigger
This is the Follow Player Y Trigger. This will make objects follow the player's Y.
Here, we can set the trigger's Speed, Delay, Offset, Max Speed and Move Time.
Speed - how fast the object moves. 0 is slowest, 1 is fastest.
Delay - how much delay before the object moves.
Offset - how much blocks up the object should be. Positive is higher, negative is lower.
Max Speed - maximum speed the object could move.
Move Time - how long the object can follow.
And we have Target Group ID. This is the group which would follow the Player Y.
Here, we can set the trigger's Speed, Delay, Offset, Max Speed and Move Time.
Speed - how fast the object moves. 0 is slowest, 1 is fastest.
Delay - how much delay before the object moves.
Offset - how much blocks up the object should be. Positive is higher, negative is lower.
Max Speed - maximum speed the object could move.
Move Time - how long the object can follow.
And we have Target Group ID. This is the group which would follow the Player Y.
Touch Trigger
This is the Touch Trigger. This trigger can act both as a Toggle Trigger and a Spawn Trigger when the screen is tapped.
This trigger only works if the player gets past the trigger.
We have the Group ID to make the Touch Trigger activate that group.
At the right, we have Dual Mode and Hold checkboxes.
Dual Mode - The touch trigger will be activate if the right side of the screen is tapped.
Hold - The touch trigger will activate if the screen is held, and deactivate if released.
And finally, Toggle On and Off checkboxes.
The group will be toggled On/Off. It is set to Toggle Off at default.
This trigger only works if the player gets past the trigger.
We have the Group ID to make the Touch Trigger activate that group.
At the right, we have Dual Mode and Hold checkboxes.
Dual Mode - The touch trigger will be activate if the right side of the screen is tapped.
Hold - The touch trigger will activate if the screen is held, and deactivate if released.
And finally, Toggle On and Off checkboxes.
The group will be toggled On/Off. It is set to Toggle Off at default.
Count Trigger
This is the Count Trigger, one of the most complicated triggers in the game. Now listen closely. Here's a little lesson in trickery... ( ͡° ͜ʖ ͡°)
The Count Trigger can act as a Toggle Trigger and a Spawn Trigger (see above) once its Item ID reaches the Target Count.
This trigger is important for setting up variables for levels.
Variables are stored as Item IDs. The initial values of every variable is 0.
Firstly, Activate Group will say whether the Count Trigger should be a Toggle or a Spawn.
If checked, it will act as a Spawn Trigger.
If uncheckced, it will act as a (deactivating) Toggle Trigger.
Then, we have the Target ID. The trigger will do its action to the Target ID's group.
Finally, we have the Item ID. This is the Variable Item ID that this Count Trigger should focus on.
We can finally set the Target Count, so that when the Item ID reaches the value of Target Count is set, the trigger will do its action to the target group.
If Multi Activate is checked, you can activate this trigger more than once.
The Count Trigger will update once a Pickup Trigger is triggered.
The Count Trigger can act as a Toggle Trigger and a Spawn Trigger (see above) once its Item ID reaches the Target Count.
This trigger is important for setting up variables for levels.
Variables are stored as Item IDs. The initial values of every variable is 0.
Firstly, Activate Group will say whether the Count Trigger should be a Toggle or a Spawn.
If checked, it will act as a Spawn Trigger.
If uncheckced, it will act as a (deactivating) Toggle Trigger.
Then, we have the Target ID. The trigger will do its action to the Target ID's group.
Finally, we have the Item ID. This is the Variable Item ID that this Count Trigger should focus on.
We can finally set the Target Count, so that when the Item ID reaches the value of Target Count is set, the trigger will do its action to the target group.
If Multi Activate is checked, you can activate this trigger more than once.
The Count Trigger will update once a Pickup Trigger is triggered.
Instant Count Trigger
This is the Instant Count Trigger. It acts almost exactly like a Count Trigger.
I suggest you must know what a Count Trigger does first before reading this.
What the Instant Count Trigger does is detect a variable just like what the Count Trigger does.
The difference is that, it will only detect once, once it was activated.
Some of the options here are just similar to the Count Trigger (see above).
Here, you can choose between Equals, Larger or Smaller. The trigger will activate if the Item ID is equal/larger/smaller than the Target ID.
I suggest you must know what a Count Trigger does first before reading this.
What the Instant Count Trigger does is detect a variable just like what the Count Trigger does.
The difference is that, it will only detect once, once it was activated.
Some of the options here are just similar to the Count Trigger (see above).
Here, you can choose between Equals, Larger or Smaller. The trigger will activate if the Item ID is equal/larger/smaller than the Target ID.
Pickup Trigger
This is the Pickup Trigger. This trigger helps in assigning values for the variables.
I suggest you must know what a Count Trigger does first before reading this.
First, we have the Item ID. This is the Variable Item ID the Pickup Trigger will apply its effect on.
Then, we have Count. This is by how much value the Item ID should be increased or decreased.
I suggest you must know what a Count Trigger does first before reading this.
First, we have the Item ID. This is the Variable Item ID the Pickup Trigger will apply its effect on.
Then, we have Count. This is by how much value the Item ID should be increased or decreased.
Collision Trigger
This is the Collision Trigger. It checks if two blocks have collided with each other, and will activate.
Credits to crossblade and @ctpl for figuring out how this works.
Firstly, we have to set two Collision Blocks to have first. At least one of them should be marked as Dynamic Block, or else it won't work.
Here, we can set which two blocks, BlockA ID and BlockB ID, to check for collision.
Then, we have Target ID, this is the group the trigger will activate if the two blocks have collided.
You can set how this trigger behaves with Activate Group.
If it is checked, the target group will be activated.
If it is not checked, the target group will be toggled (deactivated).
The "Trigger on Exit" tells if the trigger should activate if the collision blocks have uncollided.
If it is not checked, the trigger will activate if the blocks collided.
If it is checked, the trigger will activate if the blocks uncollided.
Credits to crossblade and @ctpl for figuring out how this works.
Firstly, we have to set two Collision Blocks to have first. At least one of them should be marked as Dynamic Block, or else it won't work.
Here, we can set which two blocks, BlockA ID and BlockB ID, to check for collision.
Then, we have Target ID, this is the group the trigger will activate if the two blocks have collided.
You can set how this trigger behaves with Activate Group.
If it is checked, the target group will be activated.
If it is not checked, the target group will be toggled (deactivated).
The "Trigger on Exit" tells if the trigger should activate if the collision blocks have uncollided.
If it is not checked, the trigger will activate if the blocks collided.
If it is checked, the trigger will activate if the blocks uncollided.
On Death Trigger
This is the On Death Trigger. This acts as a Toggle Trigger once the player dies.
This trigger only works if the player gets past the trigger.
The settings for this trigger is exactly the same as the Toggle Trigger (see above).
This trigger only works if the player gets past the trigger.
The settings for this trigger is exactly the same as the Toggle Trigger (see above).
Disable/Enable Trail
These triggers are Disable and Enable Trail.
They can add/remove a trailing effect for the icon.
Disable Trail is initially set by default.
They can add/remove a trailing effect for the icon.
Disable Trail is initially set by default.
Show/Hide Icon
These triggers are Show and Hide Icon.
They can make the icon visible/invisible.
Show Icon is initially set by default.
They can make the icon visible/invisible.
Show Icon is initially set by default.
BG Effect Trigger
These triggers are BG Effect Triggers. (Thanks to Espii for figuring out how this works. )
These triggers enable/disable the particles in the background when playing as a Ship, Ball, UFO, Wave or Spider.
BG Effect On is initially set by default.
These triggers enable/disable the particles in the background when playing as a Ship, Ball, UFO, Wave or Spider.
BG Effect On is initially set by default.
Transitions
These triggers are the Transitions.
They change the way how blocks enter and exit the side of the screen.
There are 11 transitions that can be used as of now (not including the hidden transition).
No Transition is initially set by default.
They change the way how blocks enter and exit the side of the screen.
There are 11 transitions that can be used as of now (not including the hidden transition).
No Transition is initially set by default.
Thank you for reading!
If you have any questions, just please ask me.
It took me lots of hours while I made this thread to explain everything in detail.
So I would really appreciate it if you'd leave a like. Thank you!