1. #431
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Good to know dasraiser

    Edit: It's not the collision force, it's the force from directional forces and area affectors
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  2. #432
    nannerdw's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {35} and counting...

    I've added a new tutorial: Use the B Button as Controller Input.

    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.)
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  3. #433
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by nannerdw
    I've added a new tutorial: Use the B Button as Controller Input.

    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.)
    great job

    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.
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  4. #434
    nannerdw's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by dasraiser
    Originally Posted by nannerdw
    I've added a new tutorial: Use the B Button as Controller Input.

    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.)
    great job

    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.
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  5. #435
    Blastergamer's Avatar Senior Member
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    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!
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  6. #436
    Jarr3tt88's Avatar Senior Member
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    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.

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  7. #437
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by nannerdw
    I've added a new tutorial: Use the B Button as Controller Input.

    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.
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  8. #438
    nannerdw's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by Blastergamer
    Originally Posted by nannerdw
    I've added a new tutorial: Use the B Button as Controller Input.

    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.
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  9. #439

    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?
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  10. #440

    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
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