94 posts
Discord: octaplex#9865
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Favorite Level: Quantum Showdown by Tongii
Hardest Demon: Windings
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Post by octaplex on Jul 15, 2018 7:04:04 GMT -5
Basically, this is a toggle/spawn trigger that is activated of certain requirements for player state are met. For example, in order to activate this trigger, the cube needs to be mini and upside down, and speed is not specified.
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Post by Deleted on Jul 15, 2018 7:17:20 GMT -5
Seems interesting.
holy shit this can be used to prevent secret ways, for ex. if the player state isnt what it is currently in the level then you can activate saws and other things to kill the player!
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Post by Deleted on Jul 15, 2018 23:41:02 GMT -5
would be extremely helpful but also complicated and unneeded imo.
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Post by Deleted on Jul 16, 2018 11:18:56 GMT -5
This might be hard for Rob to do but I think it would be a very nice thing to have
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Post by Deleted on Jul 17, 2018 9:28:27 GMT -5
this will make cooler coins and prevent secret ways, but...
you can make a gay memory level using portal selection and stuff
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Post by Deleted on Jul 19, 2018 11:37:51 GMT -5
this will make cooler coins and prevent secret ways, but... you can make a gay memory level using portal selection and stuffyou always take the good with the bad ¯\_(ツ)_/¯
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Post by Deleted on Jul 19, 2018 11:40:01 GMT -5
would be extremely helpful but also complicated and unneeded imo. Why is it complicated? It's like a toggle/spawn trigger, and from what I could understand you would just need to check some boxes (player size, dual or not, speed, etc.).
Also, why is it unneeded? Secret way prevention is very useful.
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Post by Deleted on Jul 19, 2018 18:46:20 GMT -5
would be extremely helpful but also complicated and unneeded imo. Why is it complicated? It's like a toggle/spawn trigger, and from what I could understand you would just need to check some boxes (player size, dual or not, speed, etc.). Also, why is it unneeded? Secret way prevention is very useful.
it's complicated for rob to program. i'm not a programmer but it sounds as though that it will take quite a bit of time in order to do. and it's unneeded as secret way prevention is extremely easy if you're not just lazy.
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Post by jollow250 on Jul 19, 2018 22:18:43 GMT -5
Why is it complicated? It's like a toggle/spawn trigger, and from what I could understand you would just need to check some boxes (player size, dual or not, speed, etc.). Also, why is it unneeded? Secret way prevention is very useful.
it's complicated for rob to program. i'm not a programmer but it sounds as though that it will take quite a bit of time in order to do. and it's unneeded as secret way prevention is extremely easy if you're not just lazy. But secret way prevention isn’t the only functional use it has. It could be used to fix certain bugs in things like assymetric duals where you need to make sure one has to go one way and the other has to go another with this it can easily be done whereas otherwise you would either need to do some separation which may break the dual or you will need to buff gameplay to be impossible with the other side but with this it could be made much easier I had this exact problem earilier on a level I was building I had to extend a bit of the level to fix the problem that is just one functional use it has other uses could be new interesting gameplay for memory levels, having to jump into certain portals and not others to proceed Or depending on things like cube size, speed etc. would determine a certain decoration. Allowing for decoration to be specific to the gameplay only
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Post by Deleted on Jul 20, 2018 11:16:07 GMT -5
Why is it complicated? It's like a toggle/spawn trigger, and from what I could understand you would just need to check some boxes (player size, dual or not, speed, etc.). Also, why is it unneeded? Secret way prevention is very useful.
it's complicated for rob to program. i'm not a programmer but it sounds as though that it will take quite a bit of time in order to do. and it's unneeded as secret way prevention is extremely easy if you're not just lazy. Is it? Let's just fantasize for a moment that we have the source code for GD.
So, what I think it would have to call a function after the player-portal collision to switch some things(gravity settings, jump things, etc. etc.). If that's true, why we don't make some variables that the portal function would switch to certain values (for example, if it's cube - the variable m(for player mode) will be switched to 1, and if the speed is 4x - the variable s will be switched to 4).
And the player state function would check that(if a mode variable, etc. is the one matching the mode ticked in the trigger) and if the checked thing and the variable match - it toggles/spawns/etc something.
P.S. That doesn't look complicated from my perspective, having in mind that I'm only a beginner in that field.
Unneeded? What's easier in your mind then? Placing like 10-20 triggers or making sure that everything is patched, you can't go anywhere, etc. Also, by that logic, we don't need the spider portal! We just need a ball portal and some teleportation portals that toggle on/off with a on-click trigger.
That's just my opinion.
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