An Explanation of Triggers

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Re: An Explanation Of Triggers

Postby Dtroid » October 30th, 2013, 3:11 am

Ghetsis wrote:ImageTile
Various functions (Currently only 1) for manipulating tiles can be found in the "Tile" section.

ImageEdit Tiles
Changes a tile(s) at a specified location.
- When in a tile layer, find the coordinates of the tile you want to change. Place the new tile somewhere, highlight it, and copy it. Go back to the trigger and paste the copied tile in the "tile data:" field.
- "Back Layer" checkbox: If true, alters the tiles in the back layer.

Select & Copy the new tiles and Paste into the tile data and then choose the x and y (in units of tiles, from to-left)


1.What new tile?
2. How do we "copy" a tile?
3. Is it possible to move a tile to in between two Tile Coordinates?
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Re: An Explanation Of Triggers

Postby NanTheDark » October 30th, 2013, 4:46 am

Now that the LLLDC's here, there's gonna be so much people checking this out :3
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Re: An Explanation Of Triggers

Postby Raz » October 30th, 2013, 10:56 am

Kill_Droid wrote:
Ghetsis wrote:ImageTile
Various functions (Currently only 1) for manipulating tiles can be found in the "Tile" section.

ImageEdit Tiles
Changes a tile(s) at a specified location.
- When in a tile layer, find the coordinates of the tile you want to change. Place the new tile somewhere, highlight it, and copy it. Go back to the trigger and paste the copied tile in the "tile data:" field.
- "Back Layer" checkbox: If true, alters the tiles in the back layer.

Select & Copy the new tiles and Paste into the tile data and then choose the x and y (in units of tiles, from to-left)


1.What new tile?
2. How do we "copy" a tile?
3. Is it possible to move a tile to in between two Tile Coordinates?

1. Whatever you want mannnn
2. "hightlight it" as it says, then press ctrl + c or press the green C at the bottom that should appear. Common computer logic here.
3. as in, put it inbetween two tiles? No. Unless you make it a moving block, then yes.
4. As in, stand on a tree or a flower or something? It's not possible but you can always just put invisible platforms like I did for the floating clouds thing in my levels thread.
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Re: An Explanation Of Triggers

Postby Dtroid » October 31st, 2013, 2:42 am

Thanks,but could you tell me how to make an invisible platform?
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Re: An Explanation Of Triggers

Postby ~Yuri » October 31st, 2013, 3:58 am

Place a platform.

Go to the color properties tab.

Change alpha% to 0.
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Re: An Explanation Of Triggers

Postby Dtroid » November 1st, 2013, 1:36 am

Thanks. :P

EDIT: I could move a block like an item! I can place it anywhere with no problem! I could set the Item coordinates with this Block!

Is this a glitch?
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Re: An Explanation Of Triggers

Postby JSlayerXero » November 11th, 2013, 1:51 pm

>_<


Okay, as a geek that knows how to use triggers, this would be fine for me. However, after looking at it for long enough, I have to say the way this reads feels very user unfriendly. For one, it says what these do yes, but there's no examples using it. Examples of how the triggers work, preferably with images or at least example levels or object to copy/paste would be helpful for visual's sake. In the event you make levels and/or items, references to exact lines in the code of a given trigger would be helpful, as the game does the reader a favor by labeling the functions with numbers. This doesn't really teach the reader how to use a function, even in the most basic way, it just tells them how it works. The description of "Go To" and "Branch If" say what they do, but it doesn't give an example. Some people learn best through different ways, but for people that learn best by doing, this doesn't tells them how to make it. I learn best by doing, it's how I learned these, but if I didn't know already, I would need you to give me an example with instructions on how to make it. Then, after making it once or twice, maybe even making my own variations, I would have learned how to use these two commands and might be able to start using them in bigger, better builds. I gave a step-by-step method to create a springboard but forgot to give an example item in the Tips & Tricks thread. However, with an example item I would be able to reference lines in the code and use it to teach the reader how momentum variables work, using that springboard. As this guide stands, it is a dictionary that doesn't even give examples of use in a sentence. What examples it does give are fairly complex and require a knowledge of both the basics, and some more advanced logic, which this thread doesn't give. This will then confuse the reader even more and could result in preventing the reader from trying ever again. Again, this works as a dictionary, but you'd better off asking somebody who knows how to use these if you actually want to learn how to use triggers.

On the other hand, Suyo's Tutorial gives examples with a vague or nonexistent definition. It gives example items and/or levels, but doesn't explain exactly what they are, but it does give you a general idea. However, he's long since stopped updating his tutorial and it doesn't explain basic trigger logic, which is fundamental to making a boss that isn't an over-sized enemy with more health than pixels. Therefore, his guide is also terrible. Basic trigger logic, some pseudo-RNGs and a few blocks led to me creating a boss that is mildly challenging if only because its easy to dodge attacks are all instant death. This would not help me make that.

I'd do what I could to make a third guide that would try to both explain what does what, and teach the reader how to use them by giving them a few items and giving them step-by-step processes to make their own. However, I have time things to deal with, which is why I'm not in the current L3DC. When I get some time I'll try to remember to make that guide. Alternatively when I get time I'll add one or two bits and slowly add more as I go. Although since there are already one "tutorial" and one "dictionary" I'd need to get momentum and approval from an admin before I attempt this.

tl;dr: This is not intuitive and I would remake it myself but things are in the way of that right now. Also; learn to have an attention span that's longer than ten seconds and then go read the long version.
Last edited by JSlayerXero on November 11th, 2013, 2:20 pm, edited 1 time in total.
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Re: An Explanation Of Triggers

Postby Raz » November 11th, 2013, 2:09 pm

I was already planning on showing examples, I just haven't gotten around to doing it.
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Disclaimer: none of these messages have been edited, context can be provided if needed (thanks discord!) but absolutely does not change anything about these messages and that he's too overly defensive and cocky to make situations better

Karyete: I don't have anything to say to you, I've been deliberately trying to not offend you for years, actually, but apparently everything I say to you is wrong. You come across as so aggressive that you successfully intimidated me into not wanting to talk to you
Karyete: Seriously, what is your problem? And not only that, you fail to even acknowledge you might be in some wrong here.
Karyete: Oooh it's you? Hello. Feel free to drop this right now. You're going to make yourself look like an idiot.
Karyete: We don't want to hear your opinion at this stage.
Karyete: You're not getting any apology, especially after now.
Karyete: You can stay up on your high horse, continue to twist the truth and act like an absolute child all you want. I refuse to give respect to a man who right now is picking up a dropped argument because he simply cannot fathom the idea that he might be in the wrong.
Karyete: How pathetic
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Re: An Explanation Of Triggers

Postby JSlayerXero » November 11th, 2013, 2:40 pm

Does it include how to build a boss? I know it's fairly advanced to make AI, but I managed to pull off a rudimentary AI in Aerial Adventure. Speaking of which, I should probably update that and place it on the portal. After giving examples of basic builds that give the user an idea of how to use all the basic functions, I would show off intermediate builds that makes use of several triggers to make more complex builds. Afterwards there would be an "Advanced Trigger Logic" section. One of the larger sub-sections would be "Building a Boss" with several smaller sections within it such as: making the sprite(s), designing attacks, and so on. It would be nice to see that. It would allow for bosses to be built faster and thus be more common.
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Re: An Explanation Of Triggers

Postby AwesomeJRFD » November 11th, 2013, 10:09 pm

I realize I've been slacking on this for 2 whole months now. I've been working on some other projects as well as real life. I have a few examples and a whole lot of other changes planned, but I haven't got around to making them yet. Hopefully I'll be able to do so sometime this week or the next.

Also, Xero, you don't have to create a new tutorial. Just improve/overhaul this one.

If only there was some system in place that allowed multiple approved users to edit one post, then this could be open for almost anyone to contribute. For now, just send Raz or I any changes you want made. This goes for everyone.
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