Triggers: Difference between revisions

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==Other triggers==
==Other triggers==
[This section should include things like alpha, toggle, and spawn triggers, as well as the trigger that makes the icon emit a sort of trail.]
[This section should include things like alpha, toggle, and spawn triggers, as well as the trigger that makes the icon emit a sort of trail.]
The "Lock to Player X/Y" checkboxes will ignore the number inputted above them and will instead move the group perfectly to any move the player makes. It will look like the thing is moving at the same speed of the player, or is just not moving at all depending on how much of the level you see. Applying two locking to player X's will make the objects move twice the speed of the player, and if enough objects are in the group and they are used correctly, can make it seem like the player is moving backwards through the level.
The easing controls the distribution of movement across time. The best way to learn about this is to experiment around with it yourself. Describing it here won't give you any insight [unless someone comes up with some numbers or math].
The move time controls how long it will take to complete the movement. As soon as that much time has elapsed, the group will be at the target destination and will stop moving, unless there is another move trigger.
== Pulse Trigger ==
Of all the triggers, this one is the most complex. However, it is more intuitive than the Spawn Trigger.


I'm not done with this page yet, I'm going to finish it later
I'm not done with this page yet, I'm going to finish it later

Revision as of 21:46, 16 March 2016

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Triggers are special objects that are used to change the level. There are seven different types of them: Color, Move, Pulse, Toggle, Spawn, Secondary Trail (unofficial name), and edge-of-screen-animation (unofficial name). Triggers are under the 12th tab, the one with the three circles in the level editor.

Effect Triggers

Color Triggers

Color triggers can color the background (indicated by a BG) the ground (indicated by GRND) a secondary color of the ground (GRND 2), the line between the ground and the background (indicated by LINE), the default outline of hitboxes on objects (OBJ), the default color of three-dimensional decoration (indicated by 3DL), and a color that is used in decoration (indicated by COL).

To change the color that the trigger changes the color to, press the edit object button at the right of the screen. A screen titled "Select Color" will pop up. The color circles in the middle control the color that the trigger changes the color to. The outer circle selects the hue, while the inner circle controls the tone and value. The fade time is the amount of time it will take to fade from the previous color to the one you are currently selecting. You can use the slide bar beneath it to change it or type the number in yourself. The Player Color 1 checkbox and the Player Color 2 checkbox make the trigger ignore the color circles, and will then change the color to the player's primary/secondary color, for whoever plays the level. Copy and paste copies the color currently displayed, which then can be pasted into another color trigger. Touch trigger and Spawn Trigger will be discussed further down on this page.

These next few features only appear in the color channel trigger (COL). The Color ID in the bottom right corner tells you the color channel that you are currently changing. On other objects you can select a number which represents the color channel that the object will be using. Also there is the opacity slider which controls how much this color channel is see-through. The blending checkbox makes the color more transparent the darker it is.

If you check the checkbox labeled Copy Color, then the color circles will disappear entirely, and be replaced with a Hue/Saturation/Brightness box, an inherited channel box, and a Copy Opacity Checkbox. The new Channel ID box controls what color channel the this trigger will be making its channel (the one in the bottom right) imitate. Think of it like the bottom right color channel will imitate the upper right color channel, even if it changes. The Hue/Saturation/Brightness box controls the manipulation of the color that is being imitated. The copy opacity checkbox controls if the opacity is imitated or not.

Transition Triggers

[This section should include the triggers that control how the blocks move on and off of the screen.]

Pulse Triggers

[This section should describe pulse triggers.]

Move Triggers

Move triggers are triggers that move certain groups of objects around in a level. To use this you have to know how to group objects under a specific group. That will be discussed below.

Once you have given the group of objects a group ID, go ahead and open the "Edit Object" menu while the move trigger is selected. You will get a Move X input, a Move Y input, 2 checkboxes labeled "Lock to player X/Y", an Easing option, a move time, a target Group ID, and the touch triggered and spawn triggered checkboxes, which will be discussed below.

The Target Group ID controls which group of objects you are currently going to be moving. Set the number equal to the number of the group that you want to move. You can then change the Move X and the Move Y to control the amount of movement the group will move. Putting a 10 into the X will move the group 1 unit right. Putting a 1 in the X will not move the group 1 unit right, but rather 1/10 of a unit. If X is positive the group moves right. If X is negative, the group will move left. If Y is positive the group will move upwards, and if Y is negative, the group will move downwards. You can put a number in for both X and Y to make it move [insert proper word here].

Other triggers

[This section should include things like alpha, toggle, and spawn triggers, as well as the trigger that makes the icon emit a sort of trail.]

The "Lock to Player X/Y" checkboxes will ignore the number inputted above them and will instead move the group perfectly to any move the player makes. It will look like the thing is moving at the same speed of the player, or is just not moving at all depending on how much of the level you see. Applying two locking to player X's will make the objects move twice the speed of the player, and if enough objects are in the group and they are used correctly, can make it seem like the player is moving backwards through the level.

The easing controls the distribution of movement across time. The best way to learn about this is to experiment around with it yourself. Describing it here won't give you any insight [unless someone comes up with some numbers or math].

The move time controls how long it will take to complete the movement. As soon as that much time has elapsed, the group will be at the target destination and will stop moving, unless there is another move trigger.

Pulse Trigger

Of all the triggers, this one is the most complex. However, it is more intuitive than the Spawn Trigger.

I'm not done with this page yet, I'm going to finish it later

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