1. #441
    Jarr3tt88's Avatar Senior Member
    Join Date
    Jan 2013
    Posts
    3,520

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by Stllbreathnbuty
    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?
    Literally....look THREE posts up. lol

    An alternative method to what sparky said, and something I'm using right now to make a maze, is have your game character be stopped by triggers, which turn off your stick movement. (Use my video above in conjuction with walls that have a trigger on either side. State event 'ON' for the stick through "on leave" and 'OFF' for the stick through "on active". You can find "on leave" and "on active" under the area trigger advanced options. I can make another video later, I have it all set up already.
    Share this post

  2. #442

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by Jarr3tt88
    Literally....look THREE posts up. lol
    I saw your video. Started watching it, looked very interesting, but I didn't think it applied to what I am going for, so I didn't watch the whole thing. Could be wrong, I guess I could watch it
    Share this post

  3. #443
    Jarr3tt88's Avatar Senior Member
    Join Date
    Jan 2013
    Posts
    3,520

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by Stllbreathnbuty
    Originally Posted by Jarr3tt88
    Literally....look THREE posts up. lol
    I saw your video. Started watching it, looked very interesting, but I didn't think it applied to what I am going for, so I didn't watch the whole thing. Could be wrong, I guess I could watch it
    It does depend on how your moving your game character. My tutorial is best for specific movement (grid movement). BUT it does limit stick movement, which might be helpful (game area constraint)

    Like I said I have a maze, and that might be more of what you're looking for as for stopping game character movement (as described above).

    Have you tried using the custom collisions as walls?
    Share this post

  4. #444

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    It's just a standard 8 way moving character. Depending on what my brain will let me accomplish, I was thinking of making it an RPG. So the gameworld would just be purdy, with treasure chests or other bonus items to find, and maybe some simple puzzles to solve with an action button.

    I haven't tried a whole lot to make walls, since I wasn't quite sure how it's done. Custom collisions, wouldn't I just pass through them?

    Anywho, I'm going to fire up the game now and mess around.
    Share this post

  5. #445
    Jarr3tt88's Avatar Senior Member
    Join Date
    Jan 2013
    Posts
    3,520

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by Stllbreathnbuty
    Custom collisions, wouldn't I just pass through them?
    No...and should work well for what you need. I have an inprog minefield game using the FPS example and custom collisions....worked great!
    Share this post

  6. #446

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    No, it passes through them. As I said up there my guy is an OPE, not physics. So I'll need to resort to fancy business to restrict his movement.
    Share this post

  7. #447

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Come to think of it. Maybe I should just use physics, and the ball. Make the ball invisible, OPE my character to the balls location, take away the OPE's movement logic and keep its rotation. It should then look exactly the same but no more pesky wall problems.

    So much work.... I just want a masterpiece to make itself. Is that so much to ask?
    Share this post

  8. #448
    Jarr3tt88's Avatar Senior Member
    Join Date
    Jan 2013
    Posts
    3,520

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Originally Posted by Stllbreathnbuty
    Come to think of it. Maybe I should just use physics, and the ball. Make the ball invisible, OPE my character to the balls location, take away the OPE's movement logic and keep its rotation. It should then look exactly the same but no more pesky wall problems.

    So much work.... I just want a masterpiece to make itself. Is that so much to ask?
    Try mine and sparks suggestion then. Its not that hard, I can make a video if you need.
    Share this post

  9. #449
    Blastergamer's Avatar Senior Member
    Join Date
    Mar 2014
    Location
    Rocking Trials Country
    Posts
    2,539

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    This is my newest tutorial I have made: https://docs.google.com/drawings/d/1...1gHMxXJkw/edit

    But still no answers from aWebDesigner for a collaborator
    Share this post

  10. #450

    Re: Visual Flowchart Editor Tutorials {35} and counting...

    Translucent object (well kind of...)


    I found this out a while ago but didn't know if anyone else knows, i did create a thread about so some know unfortunatly i cannot create links on the IE on Xbox.

    It might come in handy for some "Weird Science" track but i used this for a static TV on my track etc...

    I'll try my best to say how it's done.


    Get an interval trigger and set it to 1 tick.
    Get and OPE
    Get a Curve data source (1)
    Set the Curve data sources duration tick to 2 tick's (0.033)
    Get a operator, 2-input operator
    set a sum of 1 divided by 2 or above making the value in the operator under 1 (0.25, 0.5 etc)
    Connect the operator to the end value and set both loop and invert to check.
    Connect the curve data source to any axis.
    connect the OPE's target to the big steel ball or prime, mainly because they are the only objects i have used so far but you can test with.


    If it does not work then play with the end value on the operator if you have to go over 1, but as i said choose any axis that suits because going far with the value will bring you to a second thing, when you go far enough this method will create 2 translucent objects beside each other kind of like cloning someone but they are translucent, i did this with the steel balls and set the end value to 10 and there were 2 translucent steel balls 10 meters apart on the z axis to try hiding it or as i sadi stick under 1....hope that makes sense lol im sh** at explaining these kind of things...
    Share this post