ok, i wanna say that its more than likely just me being ****, but i'm having huge issues with the editor.
in the past people knew me for building some ok tracks with a tone of crazy physics, but while this editor no doubt has 100% more you can do in it, its also 100% harder to do anything. Case in point, in the past if i wanting something to fall i simply had any object, placed a trigger with physics ticked pointed it to the object and that was it - done![]()
Now.................... Have a trigger, point it at an event, the event to the object ! W.T.F. And this is only the start, everything seems to have its own event, which must be linked to both a trigger and item. Get one tinny thing wrong and your f**ked. Its way to complex![]()
, as i said, yes there is way more that's possible, but unless you have a P.H.D. in game design you might as well stick to a normal track with nothing to do with physics.
As you say it is alot harder to do stuff compared to HD. Im sure we'll all get used to it, just gonna take some time![]()
As with everything, learning how to use the tool takes time and effort. I personally don't think the tools are too complex, at least not until you start to get involved with operations and variables. For simple "enable physics" or "activate fireworks" it's a very simple flow:
Trigger > Event > Object
the old editor was fairly simple and because of that, simple things were easy to do and complex things were often impossible.
this editor is much more complex. unfortunately that means the simple things arent quite as quick anymore, but those impossible things are now very achieveable.
when it comes to being powerful but also user-friendly i dont think we'll see a better editor in any game for a long time![]()
Create favorite which contains area trigger and physics event prelinked? Then everytime you need to activate physics select this favorite.Originally Posted by FLYER80
We have received very positive feedback about the new trigger system. Seems that people are really enjoying the possibilities. And yet you still have simple interface to create those simple task like physics and light toggle which were kind of only thing you could do in Trials HD editor.
Just learn that the red arrow is the impulse path and everything will make sense! If you ever have any questions man jump in my parties on XBL I'll be more than happy to help. We make tracks and test and give advice/help
It is simple tho, trigger -> event (on hit, on active, on leave, on inactive), and select event to make it attached to that.
Originally Posted by qbicfeet
Agree, that is simple. I really have no idea what to do with data sources stuff like that is far too complicated for me. I watched the tutorial video over and over, im sure cannibal is speaking japanese!![]()
Creating a favorite is all well and good (very useful once you know how to do anything), but the learning curve is VERY steep. And while most of the user interface is VERY VERY good, some part aren't (why aren't triggers in the common tab - aren't they a common item to use ???)Originally Posted by sipe
i've got the hang of a few things, the very basics. And while i know that in time i'll finally get the hang of it all, it does still annoy me.
Doing very easy things like explosions ect no problem, getting an item to fall and then stop it when i want (often very important for physics tracks) has proven very hard. I did make my own elevator earlier (not using the one supplied), which gave me some confidence back.
Guess my problem is i really wanted to be able to do most of the things i was able to in HD, but now find myself have to learn everything again.
I think the level editor is amazing, one of the best level editors I've ever used, if not the best.
I'm only into the easy pro features like triggers and filters and there's already so much customisation. I hope to incorporate the very complex things as I do more testing and playing around with things.
It can't be easy to create a editor that's both extremely complex and easy to use, but I think there's a good balance here.
Okay, so I'm finding it difficult to work in the editor too, but mostly because I have way too many options. I'm someone who finds it very easy to fall into "option paralysis" so to speak. I do, however, understand a decent amount about the triggers, events, data sources, etc, and their relationships with each other (although I still have plenty to learn).
As someone who loves programming, this kind of thing is like a videogame wet dream. Now if I could only let everyone else design the tracks, and I could work on all of the "invisible" stuff, I'd be very happy.
I don't have a lot of time these days, but if there are specific things that people are trying to accomplish, I can try to help explain them through videos or photos if they are simpler.