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| Transporting in a cool way. | |
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| Tweet Topic Started: May 18 2010, 04:53 PM (681 Views) | |
| Identity_Crisis | May 18 2010, 04:53 PM Post #1 |
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This is a tutorial that I think will help many people with transporting. Teleportation Events by cyberskelet0n Introduction This tutorial demonstrates how to make aesthetically pleasing teleportation events. This does not mean allowing the player to teleport at will - rather, it is a special event that, when activated, takes the player to a certain location. I separated each of the different events involved into separate sections for easy reference. You always begin by creating your base terrain. ![]() Teleporters This is the main facet of the teleportation system. This is what allows you to go from one place to another, and this is where all the detail of the teleportation is involved. There are a few things you'll need to set for the event before you begin setting the actions. First, you obviously need to make sure you have a graphic. I prefer the graphics under the "Crystal" section. You probably won't want anything under the "Autonomous Movement" section set, considering that most teleporters don't scurry around a room, but that's up to you. I also prefer to keep "Stepping Animation" set, to make the crystal appear as though it is spinning. This is not necessary, and I advise against it when using objects such as those from terrain as your graphic.The next, and two of the most important, sections are the "Priority" and "Trigger" sections. I've included an example of both in the demo. These are completely based upon preference, so I'll go through the two options: •The first is to have a crystal or other tangible object, such as I do, and to use "Action Button" as your trigger. In this way, the player "activates" the crystal to teleport. The priority when using this method should be set to "Same as Characters." •The second is to have a flat or grounded object, such as those located under the "Hexagram" section. The trigger is set to "Player Touch" in this case. The priority should be "Below Characters;" this means that the player can pass onto the square and that the graphic will be below the character. Always make sure that direction fix is in place - if this is not used, the teleporter can look strange when activated from different directions. Here are the actions involved in a teleporter, in order of placement: •Flash Screen, located under Screen Effects - this action flashes the screen a certain color, nothing more. Depending on the color you want, the R, G, and B values can be adjusted as desired. I prefer to always leave the strength at full, meaning that the entire screen becomes one color. However, if you don't want the entire screen to change color during the flash, simply move the slider to the left or change the value. •Play SE, located under Music and Sounds - this action plays a sound effect when the transfer occurs. I emphasise the importance of playing a sound effect during teleportation; it makes it all the more realistic. Some of my favorites include Ice10, Flash3, and Silence, each included in the demo. Adjust the pitch as you see fit, and leave the volume at 80 or so, unless you want the sound to be louder or quiter. •Fadeout Screen, located under Screen Effects - this action fades the screen to black. There is no customization involved. •Control Self Switch, located under Game Progression - this action is entirely optional, and is used only if you want the teleporter to appear once and disappear after use. Using this, you'll also need a second event page with no graphic or a "dead" representation of the teleporter and have "Self Switch (A) is on" checked under "Conditions." I've included an example of the "dead" graphic in the demo. •Transfer Player, located under Movement - this action is where the real teleportation happens. Now, you could use only this and completely ignore all other actions, but that would be defeating the purpose of the tutorial, wouldn't it? Designate the area that you would like the player to appear in after using the teleporter and which direction they should be facing, and this action is all set.•Wait, located under Timing - this action simply sets a delay before the "teleportation" sequence is over. I used 120 frames for a long delay and 30 for a short delay in the demo. This action is optional, but I reccomend that you keep it on for aesthetic purposes. •Fadein Screen, located under Screen Effects - this is the finale of the event sequence. When this event finally happens, your player should be revealed standing at the teleporter's destination. This action is not customizable. ![]() ![]() Receiver This is an event that shows where your teleporter arrives. NOTE: this event is not required and has no effect on gameplay. The receiver has no actions, but there are a few things you'll want to pay attention to in the event's editing window: •Have a graphic for it! There's no point in having a receiver if you can't see it. •If the graphic is something such as one under the "Hexagram" section, make sure that it has "Stepping Animation" checked so that it animates. •Do not mess around with the autonomous movement. Just because the receiver moves does not mean that the destination changes! •Set the "Priority" to "Below Characters." In this way, you can stand on the receiver and it will appear under your character. ![]() Troubleshooting I'm using a flat teleporter, but I can't get on it. Make sure that the priority is set to "Below Characters." Why does my screen stay black after I teleport? If you use the "Fadeout Screen" action, make sure that you also include "Fadein Screen" to counteract it. I have a second event page on my teleporter, but it won't go dead. Make sure that on the second event page, the condition "Self Switch (A) is on" and that you have the action "Control Self Switch: A=ON" before "Fadein Screen" on the first page of the event. Update List 11-7-08 Tutorial is created ----------------------------------------------------------- Thanks for reading. I hope you learnt something new..! Edited by Identity_Crisis, May 18 2010, 04:57 PM.
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| Typo | May 18 2010, 06:15 PM Post #2 |
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wow great tutorial identity! |
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| Identity_Crisis | May 18 2010, 06:18 PM Post #3 |
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It's not mine, I just posted it here for people to notice. I hope you have fun with it. |
Intelligence is not to make no mistakes, but quickly to see how to make them good.![]() ![]() ![]()
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| Typo | May 18 2010, 06:21 PM Post #4 |
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thanks, i will. oh no, i have to go soon..! i will see you later identity! |
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| Identity_Crisis | May 18 2010, 06:26 PM Post #5 |
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Sure thing, Typo. Have fun wherever you're going. This can be closed now. |
Intelligence is not to make no mistakes, but quickly to see how to make them good.![]() ![]() ![]()
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| Typo | May 19 2010, 01:01 AM Post #6 |
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i will thanks by the way are you a girl? |
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| Identity_Crisis | May 19 2010, 01:36 AM Post #7 |
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Yes, I am female. Why's that..? ^_- |
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| Typo | May 19 2010, 01:45 AM Post #8 |
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i just wanted to know. guess my gender? |
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| Identity_Crisis | May 19 2010, 01:57 AM Post #9 |
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Personal Message me things like this but certainly do not post them on the Forums. Just to stay on the safe side, Typo. |
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| Typo | May 19 2010, 02:10 AM Post #10 |
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not working! |
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I also prefer to keep "Stepping Animation" set, to make the crystal appear as though it is spinning. This is not necessary, and I advise against it when using objects such as those from terrain as your graphic.
Designate the area that you would like the player to appear in after using the teleporter and which direction they should be facing, and this action is all set.










9:00 PM Jul 10