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Suyo's Totally Terrific Trigger Tutorial

PostPosted: January 1st, 2011, 5:33 am
by Suyo
Have you noticed these guys?
Image
They are triggers. With them you can make blocks move and do other neat stuff. Let me show you.


GETTING A BLOCK OUT OF THE WAY
Puzzles, Locks, othe crap? You decide.
1 First, create the block. Type in anything at 'Link', like "block". Tell it to use 'touch and go' but tick the 'switch-activated' box.
2 Now we need a switch. You don't need to type in something at link.
3 Switch to the events tab. Hit the + and you will get a list of possible events - we need 'Activate'.
4 In the 'Activate' Event, set linkage to the block's name, like 'block'.
5 And that's it!
Here's the code, in case you want to check. (Yes I know that's a planet not a block shaddup)
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Imagine what is possible with this. You could make a door closing if you hit the wrong switch, just turn this around.

TRAPDOOR OF DOOM
Our nameless hero targets the exit, triumphant, thinking he will return and be celebratOH SNAP TRAPDOOR
1 A block which is the trap door. you can make ti rotate and quickly get out so the player has no chance. yay.
2 This time we use the eye trigger. It's basically a switch which is invisible and triggered on going into the area. Place it on the beginning of the trap door.
3 Set a link for the trap door block, then repeat 3 to 5 from the one above.
Now play the level. Go on the trap door. Hilarity ensues.
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SIR, I THINK THE GRAVITY IS EFFED UP
1 Create a Trigger
2 In the Events Tab, add the 'gravity' Event and choose which way "Up" should be
3 That's it!
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YOU ARE THE CAMERA.
Finally our hero has found the lost treasure of the old, Indian faskjasfiosdfho Tribe... but the entrace is blocked off. There is a switch far out there, but how should he know it opened the shaft?
1 Block, Switch.
2 Now we're getting serious with events. Before, it was pretty uninteresting in which order the events where. Not anymore. Nuke all events first.
3 We start off with the Activate event. Activate your block.
4 Below this one, we put the Camera event. Tick the Linkage box and type in the block's name. You may also adjust the zoom - the higher, the closer.
5 At the bottom we add a wait event. 60 frames are one second, so if we want to wait 2 seconds type in 120. Untick both boxes if they are ticked.
6 Now we add the Camera Off Event so the cam returns.
7 Last but not least, a Turn On event, and put 'this' into the linkage box.
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MOVING ITEMS
A coin that runs away from you. A bridge materializing below your feet. Faking a storm. Everything is possible with the Move Item Event.
It will move around any items - including the goal! Just keep in mind:
- 1 tile = 1 pixel
- Absolute means that it will be placed right there and won't change position when using the trigger again
- Relative adds the x and y values to the current position and will change position when using the trigger again
- Bigger X = farther to the right, Bigger Y = farther down
Check this level for some examples:
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(first one to get into the goal gets cookie) Kirbeh8 sez: I got into the goal. Nobody else said so. Does that mean I gets cookie?

COMING SOON: editing the level in-game

Re: Suyo's Totally Terrific Trigger Tutorial

PostPosted: January 1st, 2011, 6:12 am
by Killswitch
Yes, can you find a way to disable items? :awe:

Re: Suyo's Totally Terrific Trigger Tutorial

PostPosted: January 1st, 2011, 12:43 pm
by Chaukai
>Go to LD
>Delete Link
>Reach Goal.

I win!

No but seriously, very helpful, and awesome. :O

Re: Suyo's Totally Terrific Trigger Tutorial

PostPosted: January 1st, 2011, 1:05 pm
by Runouw
Great tutorial, I'm surprised you figured out all this stuff so fast.

Yes! Someone figured out how to make running away items.
I was about to put a running away coins in beta level 2 (which was supposed to be a lot longer), but the level was lagging so I decided to just end it early.


Don't worry, switches will be able to do more soon like change the background and stuff...
I'll also make color changing boxes work when moving.

Who thinks there should be a switch that activates when you defeat all the enemies with a certain linkage?

Also, one related question to switches... If you move a platform with a switch when A character is ontop of it, should the character move with it? (What if you want the platform to teleport off/onto the screen? Maybe it shouldn't move the character with it if you make it's position 'absolute' but as 'relative' you move with it)
Also, I think there is a glitch with the "Wait after activation of _____" when the target is a box switch.

I'll make an update in one or two days fixing a few glitches and stuff...

Re: Suyo's Totally Terrific Trigger Tutorial

PostPosted: January 1st, 2011, 1:10 pm
by Buff_
Runouw wrote:(What if you want the platform to teleport off/onto the screen? Maybe it shouldn't move the character with it if you make it's position 'absolute' but as 'relative' you move with it)

This.

Re: Suyo's Totally Terrific Trigger Tutorial

PostPosted: January 2nd, 2011, 1:15 am
by Suyo
Ohey Runouw while you're here... how does the "Change Tile" Event work? .-.

Runouw wrote:Who thinks there should be a switch that activates when you defeat all the enemies with a certain linkage?

Everyone :awe:

Runouw wrote:Also, one related question to switches... If you move a platform with a switch when A character is ontop of it, should the character move with it? (What if you want the platform to teleport off/onto the screen? Maybe it shouldn't move the character with it if you make it's position 'absolute' but as 'relative' you move with it)

What about a checkbox you can tick if the charcter should move with it?

Re: Suyo's Totally Terrific Trigger Tutorial

PostPosted: January 2nd, 2011, 2:11 am
by Runouw
Ok, the "Change Tile" event is a little confusing and hard to use... But here's how you use it:
- Select and COPY the tiles you want it to change to.
- Open up the item properties, then select "Change tile".
- Pick the TOP LEFT corner of where the tiles will "Paste" to.
- Then press "Copy from Clipboard" which will autmatically enter in the tiles you just copied.
- Hope it worksss

You could type your own code if you learn how the code works:
The first number is the width, then the rest are just the code# of each tile. Use a ' . ' between each one.

Anyway, here are a few examples of things I made with switches:
A nice way to enter a castle:

Code: Select all
150x75~0*47*2K*4*2O*3*2W*16*0*52*2K*4*2O*3*2W*16*0*52*2K*4*2O*3*2W*16*0*52*2K*4*2O*3*2W*16*0*52*2K*4*2O*3*2W*16*0*52*2K*4*2O*3*2W*16*0*52*2K*4*2O*3*2W*16*0*52*2K*4*2O*3*2W*16*0*51*3i2K*4*2O*3*2W*16*0*44*3h3e*14*2W*16*0*46*3e*13*2W*5*2Z2W*2*2Z02Z2W*5*0*46*3e*2*0*4*3e*2*2J*16*2Z*2*2W*3*0*46*3e*2*0*4*3e*2*2J*16*2Z*2*2W*3*0*46*3e*2*0*4*3e*2*0*2*3i3e*2*2W2Z2W*2*2Z2W*3*2Z2J*2*2Z*2*2W*3*0*46*3e*2*0*4*3e*2*0*2*3g3e*2*2W*3*2Y2W*2*2Z2W*2*2J*3*2W*4*0*46*3e*2*0*4*3e*2*03i3e*3*2W*2*2Z0*2*2Z*3*2J*4*2W*4*0*46*3e*2*0*4*3e0*2*3g3e*3*2W*2*2X*2*02Z*3*2J*4*2Z2W*3*0*46*3e*2*0*4*3e03i3e*4*2W*2*2Y02Z*4*2J*3*2Z*2*2W*3*0*46*3e*13*2W*3*2Z2W2Z*2*2J*4*2Z2W*4*0*44*3g3e*14*2W*5*2Z*2*2J*4*2Z2W*4*0*51*3j2K*4*2O*3*2W*5*2Z2J*5*2W*5*0*52*2K*4*2O*3*2W*5*2Z2J*5*2Z*2*2W*3*0*52*2K*4*2O*3*2W*5*2J*7*2Z2W*3*0*52*2K*4*2O*3*2W*5*2J*7*2Z2W*3*0*52*2K*4*2O*3*2W*5*2J*7*2Z2W*3*0*52*2K*4*2O*3*2W*5*2J*7*2W*4*0*52*2K*4*2O*3*2W*5*2J*7*2W*4*0*52*2K*4*2O*3*2W*5*2J*8*2W*2*0*53*2K*4*2O*3*2W*5*2J*8*2W*2*0*53*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*2O*3*2W*5*0*63*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*0*71*2K*4*2J*24*~1,112,1432,0,0,Right|5:switch1,205.2,1477,wait:0;3;:changetile:9;43;2.100.100:wait:0;3;:changetile:9;44;2.100.100:wait:0;3;:changetile:9;45;2.100.100:wait:0;3;:changetile:9;46;2.100.100:wait:0;3;:changetile:8;46;1.100:turnon:switch2,3,1|5:switch2,370.2,1475,wait:0;3;:changetile:9;43;2.202.202:wait:0;3;:changetile:9;44;2.202.202:wait:0;3;:changetile:9;45;2.202.202:wait:0;3;:changetile:9;46;2.202.202:wait:0;3;:changetile:8;46;1.206:wait:0;3;:changetile:14;47;4.205.207.100.100:turnon:switch1,3,0|4,-32,1568,150,1,0,100,100,100,0,0,0,100,0,0,0,-10|4,-32,1600,150,1,0,100,100,100,-5,0,0,100,0,0,0,-30|4,-32,1664,150,1,0,100,100,100,-40,-20,-20,100,0,0,0,-50|4,-32,1632,150,1,0,100,100,100,-5,0,0,100,0,0,0,-60|8,488,1456,r,0|8,528,1456,r,0|8,352,1648,r,0|8,352,1679,r,0|8,351,1712,r,0|8,352,1776,r,0|8,352,1840,r,0|8,352,1904,r,0|8,432,2048,r,0|8,464,2048,r,0|8,496,2048,r,0~0*572*2O0*74*2O0*74*2O2W*12*2Z2W*4*2Z0*49*4U4K*7*2W*12*2Z*6*0*49*4V4K*2*4L4O4R4K*8*2W*6*2Z2W*3*2Z*4*0*47*4V4K*2*4M4P4S4K*2*2W*12*2Z2J*5*2Z*2*0*47*4V4K*2*4N4Q4T4K*8*2W*6*2Z2Y*2*2J*2*2Z*3*0*47*4V4K*7*2W*12*2Z2J*4*2Z2W2Z0*47*4V4K*2*4L4O4R4K*8*2W*6*2J2Y2X2J*2*2W*2*2Z0*47*4V4K*2*4M4P4S4K*8*2W*6*2J2Z*2*2W*4*2Z0*47*4V4K*2*4N4Q4T4K*8*2W*6*2Y2J*4*2Z2W2Z0*47*4W4K*9*2W*9*2Z2J*6*2Z2W0*54*2O2W*5*2J*6*2Z2W*2*2Z2J*3*2Z*2*2J*67*2Z*2*2W*4*2Z*2*2J*70*2Z*4*2J*9608*~~My%20Level~3~1,1~0~


This one uses the "Change Tile" function to make it possible to enter.

Here is an example of items that run away from you (I know Suyo already did this, but mine uses multiple hit boxes for a more realistic effect)
Code: Select all
150x50~0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*0*47*2K*3*~1,112,1432,0,0,r|6:flee,256,1424,moveitem:flee;1;1;0;1;0;0;0:turnon:this,1,1,144,64|6:flee,352,1424,moveitem:flee;1;1;0;1;0;0;0:turnon:this,1,1,48,64|6:flee,368,1424,moveitem:flee;1;1;0;1;0;0;0:turnon:this,1,1,32,64|6:flee,336,1424,moveitem:flee;1;1;0;1;0;0;0:turnon:this,1,1,64,64|6:flee,320,1424,moveitem:flee;1;1;0;1;0;0;0:turnon:this,1,1,80,64|6:flee,304,1424,moveitem:flee;1;1;0;1;0;0;0:turnon:this,1,1,96,64|6:flee,288,1424,moveitem:flee;1;1;0;1;0;0;0:turnon:this,1,1,112,64|6:flee,272,1424,moveitem:flee;1;1;0;1;0;0;0:turnon:this,1,1,128,64|6:flee,400,1424,moveitem:flee;1;-1;0;1;0;0;0:turnon:this,1,1,144,64|6:flee,400,1424,moveitem:flee;1;-1;0;1;0;0;0:turnon:this,1,1,48,64|6:flee,400,1424,moveitem:flee;1;-1;0;1;0;0;0:turnon:this,1,1,32,64|6:flee,400,1424,moveitem:flee;1;-1;0;1;0;0;0:turnon:this,1,1,64,64|6:flee,400,1424,moveitem:flee;1;-1;0;1;0;0;0:turnon:this,1,1,80,64|6:flee,400,1424,moveitem:flee;1;-1;0;1;0;0;0:turnon:this,1,1,96,64|6:flee,400,1424,moveitem:flee;1;-1;0;1;0;0;0:turnon:this,1,1,112,64|6:flee,400,1424,moveitem:flee;1;-1;0;1;0;0;0:turnon:this,1,1,128,64|8:flee,400,1448,r,0~0*7500*~~Evil%20Coin~1~1,1~0~



Also, here is an example using the idea that switches "Activate" themselves. This could be VERY useful, see:
Code: Select all
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Re: Suyo's Totally Terrific Trigger Tutorial

PostPosted: January 2nd, 2011, 9:10 am
by MICrophone
All right, this link and linkage thing is confusing the hell out of me.

What can and what can't you put in there? What can and what can't be done with it? I am clueless as to what I'm supposed to be doing with this…

Re: Suyo's Totally Terrific Trigger Tutorial

PostPosted: January 3rd, 2011, 3:31 am
by Suyo
LInk is basically a name you can give an object. Like naming that sign over there "Samuel" or that door "Micheal". But you should better use names like "sign01" or "door15".
Linkage is where you put the name of the object you want to call. Depending on the place of the Linkage Text Box, stuff happens. Like the camera going there, or it being activated, causing ouch'n'go to be excuted, the sign showing the text and moar stuff.

Re: Suyo's Totally Terrific Trigger Tutorial

PostPosted: January 3rd, 2011, 7:05 am
by MICrophone
Superyoshi wrote:ouch'n'go

Sounds unpleasant.

But thanks, that definitely helped. ;)