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Suggestions / Settings for Checkpoint, Key/Door and Sign
« Last post by Free_Eagle on December 03, 2023, 10:55:29 AM »
Hi, a few ideas came up while working with the Platformbuilder.

1) Checkpoint
A few setting options for the checkpoint would be great. For example, the text “Checkpoint” on/off. I also think the animation (Loop, or Frame 1 to x and Stop) is a good idea. For example, if you want a flag to be raised for the Checkpoint.

2) Key and Door
A few setting options for this would be great. A display in the HUD whether and which key you have. And whether you have to unlock the door separately or whether you can go straight through if the key fits.

3 Sign
A possibility to also display an image on the sign. The idea behind it are games for children who can't read yet.

Sorry for my bad English, but I hope it's understandable.
Best regards, free_eagle
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Working with Platform Builder / Re: Key and Lock for Secrets
« Last post by Free_Eagle on November 13, 2023, 06:04:54 PM »
I assume there is no solution for this? ???
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Working with Platform Builder / Re: Key and Lock for Secrets
« Last post by Free_Eagle on October 26, 2023, 05:15:29 PM »
I've now managed to get it to work with the key and lock.
The problem was old settings that I no longer remembered while experimenting.
I am so sorry :-[.

Now I have the problem that the wombat picks up the lock.
Even without a key. The lock could always be shown because the wombat would then leave the level.

I couldn't find a "don't pick up" for the lock anywhere...
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Working with Platform Builder / Re: Key and Lock for Secrets
« Last post by Free_Eagle on October 23, 2023, 04:31:35 PM »
Using the original key and door was my first attempt. Just "press" unlocking it and "press" going in, wasn't what I wanted. The avatar should go in straight away if the key fits.

I have defined the variable key = 0 in the "Area Settings".
Code: [Select]
"game var key = 0"
The lock was defined in "loop".
Code: [Select]
If key=1
secret exit

The key has not yet been defined to test it

But the avatar always goes in, even without a key.

I don't know why, because the variable key should be 0.
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Working with Platform Builder / Re: Key and Lock for Secrets
« Last post by Gizgord on October 21, 2023, 07:28:15 PM »
This is how you would write a conditional:
if key=1
secret exit

However, I think you're better off using normal keys and gates instead of creating "custom" ones. You can place a real gate and then put whatever you want behind it, like a secret exit.
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Working with Platform Builder / Re: Key and Lock for Secrets
« Last post by Free_Eagle on October 15, 2023, 03:58:21 PM »
Oh ok.
A level can be completed normally. But it also has a lock and a key to find. The lock opens a secret level.
I created the key and lock myself as a "custom item".
Now I have the problem of telling the program that the lock can only be opened with the key.
I also tried with variables. I just can't find the "then"
if Key =1 then ....?
...or so
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Working with Platform Builder / Re: Key and Lock for Secrets
« Last post by Gizgord on October 13, 2023, 07:46:41 PM »
I don't understand the question, sorry. can you help me visualize it?
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Working with Platform Builder / Re: Confused about the invisible block
« Last post by Gizgord on October 12, 2023, 04:28:20 PM »
no prob  ^-^
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Working with Platform Builder / Key and Lock for Secrets
« Last post by Free_Eagle on October 12, 2023, 11:28:05 AM »
Hello me again :-[.

I'm so sorry, I tried to solve the problem for 2 days...

I want to unlock a secret path with a key and lock. As in the video Lesson 6 "Secret Exits"
I created the key and lock as an item myself.
Unlocking to secret works, but I can't say "with key".
Lock = blue
Key = blue
But the wombat walks past it with and without a key. Why?

!Addendum!

I changed "Pick up" to "Standard" for the lock
Now the wombat always goes into the lock, even without a key

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Working with Platform Builder / Re: Confused about the invisible block
« Last post by Free_Eagle on October 12, 2023, 09:46:17 AM »
 :o Yes that's it. I have no idea why I didn't find that.

Thank you... one more time! ;D
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