Re: Visual Flowchart Editor Tutorials {35} and counting...
I thought the color vector feature had been left out, because I was looking for it in the wrong place on the main object properties panel. I forgot some objects have more than one color, so you have to go into the color selector to see the "pick value object" option. I guess you set the colors with RGB, 0-255.
10-10-2012
Rishaanvb
Re: Visual Flowchart Editor Tutorials {35} and counting...
Quote:
Originally Posted by nannerdw
I thought the color vector feature had been left out, because I was looking for it in the wrong place on the main object properties panel. I forgot some objects have more than one color, so you have to go into the color selector to see the "pick value object" option. I guess you set the colors with RGB, 0-255.
Here you can see which numbers correspondents with the appropriate color. link
10-10-2012
rlmergeuser
Re: Visual Flowchart Editor Tutorials {35} and counting...
Quote:
Originally Posted by Rishaan
Quote:
Originally Posted by nannerdw
I thought the color vector feature had been left out, because I was looking for it in the wrong place on the main object properties panel. I forgot some objects have more than one color, so you have to go into the color selector to see the "pick value object" option. I guess you set the colors with RGB, 0-255.
Here you can see which numbers correspondents with the appropriate color. link
I thought HTML colour codes were made up of letters and numbers, how would you match those up with the vectors?
10-10-2012
Rishaanvb
Re: Visual Flowchart Editor Tutorials {35} and counting...
Quote:
Originally Posted by JaminBen007
Quote:
Originally Posted by Rishaan
Quote:
Originally Posted by nannerdw
I thought the color vector feature had been left out, because I was looking for it in the wrong place on the main object properties panel. I forgot some objects have more than one color, so you have to go into the color selector to see the "pick value object" option. I guess you set the colors with RGB, 0-255.
Here you can see which numbers correspondents with the appropriate color. link
I thought HTML colour codes were made up of letters and numbers, how would you match those up with the vectors?
Under the "insert color code" you can adjust the color and next to it you will see the RGB numbers that are related to the color. You don't need the html codes. It's just the first site I could find when I googled it. Sorry for the confusion.
10-24-2012
nannerdw
Re: Visual Flowchart Editor Tutorials {35} and counting...
I've added a new tutorial, Resume Sound Clip at Checkpoint Restart. Normally, selecting one of the new DLC looping sounds from the music menu allows you to play it constantly throughout the entire track, without it being interrupted by checkpoint restarts.
This setup allows you to change the music mid-track, while still preventing the audio clip from starting over each time you fault. It keeps track of the current position of the sound clip and fast forwards back to that spot each time you restart at a checkpoint. It can take a few seconds to return to a point near the end of a song, so I've included an optional code to play a second sound clip while it fast-forwards, which crossfades back into the original song.
10-24-2012
dasraizer
Re: Visual Flowchart Editor Tutorials {35} and counting...
Quote:
Originally Posted by nannerdw
I've added a new tutorial, Resume Sound Clip at Checkpoint. This setup allows you to change the music mid-track, without the audio clip starting from the beginning each time you fault. It keeps track of the current position of the sound clip and fast forwards back to that spot each time you restart at a checkpoint. It can take a few seconds to return to a point near the end of a song, so I've included an optional code to play a second sound clip while it fast-forwards, which crossfades back into the original song.
Re: Visual Flowchart Editor Tutorials {35} and counting...
Thanks, dasraiser. I tried "Underwater 2d Stereo" and "Oscillator Noise" as the alternate sounds, and they had a pretty cool effect, like the rider was still recuperating from the crash.
Re: Visual Flowchart Editor Tutorials {35} and counting...
Is there a tutorial of water rising..ive got no video capture euipment at the moment,and ive been asked via twitter by a few people..
The simplest choice,as there are a few ways, for a person not over familiar with the editor,IMO, would be using trigger,physics slider,water.. 3 easy steps..
Would someone please do this if they can please,or point me to the correct link...??
Thnx trialers..
11-16-2012
BlastergamerX
Re: Visual Flowchart Editor Tutorials {35} and counting...
Why, can't I watch some tutorials?
Some of them are not for everyone. Why is it so?
11-16-2012
dasraizer
Re: Visual Flowchart Editor Tutorials {35} and counting...
Quote:
Originally Posted by Blastergamer
Why, can't I watch some tutorials?
Some of them are not for everyone. Why is it so?
oh as far as i know they should be all open, if you could be more specific on the tutorials that do not have correct permission set, i'll take a look.
11-16-2012
cruelty976
Re: Visual Flowchart Editor Tutorials {35} and counting...
Here is another nice rgb colour list for most regular colours...
cool dude, was going to make one of my own when i get around to doing another 1st person track, sort of like fast and furious nitro boost, but now i don't need to http://forum.redlynx.com/forum/image.../icon_cool.gif
12-09-2012
Lukeyy19
Re: Visual Flowchart Editor Tutorials {35} and counting...
Just added a new tutorial but I accidentally made it outside of any folder, and i cant seem to find a way to move it into one, if someone with that privilege could move it that'd be great.
It's a live clock that should be accurate enough for a background item but not to display a final finish time, i made it for a member who posted a thread about how to make a timer, i haven't actually tested that it works in game, but it should do, if anyone notices any mistakes let me know, or feel free to edit it yourself.
Re: Visual Flowchart Editor Tutorials {35} and counting...
This is what I had to do with mine (there's got to be an easier way, but I couldn't find it):
Go to your Google Drive page, and find the file in the list. Select the checkbox next to the file, click on the More button on the top panel, and Make a Copy.
Go back to the Trials Evolution Tutorials page, open the sub-category, click on Open Folder, and you'll see a list of each file in that folder with a preview image next to it. Now you'll be able to upload the file into this folder. Then delete the original from your Drive page.
12-12-2012
BlastergamerX
Re: Visual Flowchart Editor Tutorials {35} and counting...
I want to be a collaborator too, aWebDesingner!
Now I have two easy tutorials to share.
12-13-2012
dasraizer
Re: Visual Flowchart Editor Tutorials {35} and counting...
i need to move a few things about, when i can figure it :/ i'll see if i can follow nannerdw instructions, i'll also look at the download google drive thing too.
edit: fixed broken share, you should be able to view without login, also googledoc install crashed when trying to sync up Grrrr.
12-15-2012
dasraizer
Re: Visual Flowchart Editor Tutorials {35} and counting...
Worked out how to easily move docs about,
open up "Shared with me" and drag the Trials folder to "My Drive", this makes a synced copy of the folders and files
Re: Visual Flowchart Editor Tutorials {35} and counting...
@Blastergamer, yes if your shared with me folder has the trials folder in it, if not i'll take a look and see if i have/can find the permission to share.
12-16-2012
dasraizer
Re: Visual Flowchart Editor Tutorials {35} and counting...
i've had a rethink on creating a display board timer, if you set an interval trigger to 3 ticks, this gives a nice even 0.05sec increment, then use impulse clamps at the end of each sequence to toggle the invisibly chain on each segment.
so
every 3 ticks toggle the 100th digit between 0 and 5 then every 2 clamped ticks pass the impulse to the next invisible toggle to increase the 10ths, then on 20tick clamp pass it to the seconds digit, and so forth, not quite as accurate as 1/60th but will maintain true time and be accurate to 1/20th sec.
12-16-2012
SparkierJoNESZ
Re: Visual Flowchart Editor Tutorials {35} and counting...
why not use the flip flop timer in that case? and switch between 5 and 0
or only let the last number switch between 6 numbers instead of the 10 suggested earlier because the last numberisn't very accurate it might be better to leave some numbers out
12-16-2012
dasraizer
Re: Visual Flowchart Editor Tutorials {35} and counting...
Quote:
Originally Posted by sparkierjonesz
why not use the flip flop timer in that case? and switch between 5 and 0
or only let the last number switch between 6 numbers instead of the 10 suggested earlier because the last numberisn't very accurate it might be better to leave some numbers out
i was basing this on lukeyy19 flipflop toggle, but will only need 1 interval trigger, set on 3 ticks, all segment starting impulses are chained and timed with impulse clamps, instead of interval triggers with offsets and long tick duration, the segment count would be like a real clock, 0-3m:0-9m :: 0-5s:0-9s :: 0-9 10th:0/5 100th
12-17-2012
dasraizer
Re: Visual Flowchart Editor Tutorials {35} and counting...
Would anybody be interested in a How To tutorial for making a 1st person switch that doesn't need any physics present to be activated?, it requires the OoP DLC.
12-19-2012
BlastergamerX
Re: Visual Flowchart Editor Tutorials {35} and counting...
I have a little question:
What is an retargeter and what does that do or for what is it used for?
I just don't want to completly make a new thread for this question.
12-19-2012
dasraizer
Re: Visual Flowchart Editor Tutorials {35} and counting...
Quote:
Originally Posted by Blastergamer
I have a little question:
What is an retargeter and what does that do or for what is it used for?
I just don't want to completly make a new thread for this question.
the retargeter lets you select an input item based on the selected index that is then passed to the item targeting it. take the OPE, it would ordinary target an object, but if you target a retargeter, you can then choose 5 object targets and using its selection index pass the object you want the OPE to act on.
retargeters are useful for things like selecting a particular sound effect based on your game logic, your "Play sound" code doesn't care what sound source is select, it is just used to play what ever its given. example , you go to open a door, its locked, your code selects a door handle rattle sound and when you go to open the door it plays that sound, now say you find the key, all you need to do now is update the index in the retargeter to a unlocking click sound, so when you go to open the door it plays this (also the index variable data number can be checked to see if the door should be opened 1=no,2=yes, if 1 is rattle handle and 2 is click open).
a lot of triggers can target the retargeter, Colour/Object Info/State Event/etc, this makes the editor very flexible and possibilities almost endless.
a couple of things to note with retargeter, it takes a few ticks to stabilise (not sure if that's the case since the title update!) and you can only target an item of the same type expected or another retargeter (expanding the 5), so if the trigger expects to target an object you can only target objects with the retartger, also RedLynx have fixed the double target gamish breaker.
hope that helps some
12-22-2012
BlastergamerX
Re: Visual Flowchart Editor Tutorials {35} and counting...
And a second question:
Is there a datasource like game variable datasource or object info datasource that checks collision hit power of an object?
I only know that area/hit trigger has something like that.
12-22-2012
dasraizer
Re: Visual Flowchart Editor Tutorials {35} and counting...
Quote:
Originally Posted by Blastergamer
And a second question:
Is there a datasource like game variable datasource or object info datasource that checks collision hit power of an object?
I only know that area/hit trigger has something like that.
sort of, as in im not 100% sure what the value that returned means, but using the Object Info Data Source set it to "Applied Force" , you can target both physics/non-physics objects and when they bump or are overlapping it will show a value change, until the part ways.
if a physics object collides with a non-physics object, the non-physics object will hold its value and the physics object will show the delta force applied.
This one is intended for skill games that don't use the bike or rider. It lets you use the B button pretty much like any other controller button (but only up to 500 times, since the fault limit still applies.)
12-23-2012
dasraizer
Re: Visual Flowchart Editor Tutorials {35} and counting...
This one is intended for skill games that don't use the bike or rider. It lets you use the B button pretty much like any other controller button (but only up to 500 times, since the fault limit still applies.)
This one is intended for skill games that don't use the bike or rider. It lets you use the B button pretty much like any other controller button (but only up to 500 times, since the fault limit still applies.)
i was thinking about the times when you set up a skill game with no bike, will it still fault!? maybe worth uploading a track and seeing what's what.
When you don't allow any bikes, it defaults to the Rattler, at least when testing in the track in "Sharing" mode.
12-27-2012
BlastergamerX
Re: Visual Flowchart Editor Tutorials {35} and counting...
dasraiser,
the trials folder isn't in shared with me. Its only in activity.
what should I do?
Till now, I have 3 tutorials that I could share!
12-27-2012
Jarr3tt88
Re: Visual Flowchart Editor Tutorials {35} and counting...
Is it time to maybe add video tutorials to this thread? IMO they are easier to understand than the flow charts, altho they are still helpful of course. Until I get a chance to make the google doc, here is a video tutorial how to make grid movement and game area constraints.
12-29-2012
BlastergamerX
Re: Visual Flowchart Editor Tutorials {35} and counting...
This one is intended for skill games that don't use the bike or rider. It lets you use the B button pretty much like any other controller button (but only up to 500 times, since the fault limit still applies.)
but now there is an option in the Player event to disable adding fault.
I think it's added in the riders of doom update.
12-29-2012
nannerdw
Re: Visual Flowchart Editor Tutorials {35} and counting...
This one is intended for skill games that don't use the bike or rider. It lets you use the B button pretty much like any other controller button (but only up to 500 times, since the fault limit still applies.)
but now there is an option in the Player event to disable adding fault.
I think it's added in the riders of doom update.
That's only when you move the player to a checkpoint with a player event. Pressing B causes you to fault.
12-29-2012
stllbreathnbdy
Re: Visual Flowchart Editor Tutorials {35} and counting...
I want to make something with a character that moves with an OPE. I have the controllable character, but I'm not really sure how to make barriers the character can't move through. Im thinking along the lines of Telixion's creature time. Or something better.
Can anyone explain it to me, or show me a video?
12-29-2012
SparkierJoNESZ
Re: Visual Flowchart Editor Tutorials {35} and counting...
you can use an area trigger for your boarders
you connect a state event(off) to the trigger(on hit), this one will disable the set event that will make you move towards the area trigger
have a second state event(on) to turn it back on
the set event can be replaced with the things that make your character move
because there are several ways to make an ope based character
activate the physics of your game character so it can activate the trigger
in the area trigger uncheck "disable after hit" and in "activate by" select your game character do this for all your walls