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Here's a quick tutorial that shows how to use the new door types with triggers to set up a level which has 'locations' -- areas that you can enter just once. When the two locations are completed, a third boss location is unlocked.

You can use the NOITEM trigger with regular items too; they don't have to be blue doors. For example, if you'd like a block to permanently appear after an apple has been collected, set the apple's COLLECT ONCE parameter to 1. Then group the apple and the block (select, shift-G) and set the block's trigger to NOITEM. If you'd like the block to permanently disappear along with the apple, do the same but set the trigger to GROUP.

Here's the level file: (not fun to play -- just a demonstration!)

For more complex examples, you can see a lot of these triggers used in Twisty Castle. For example, the four pots that you jump down are grouped with their respective blue doors and triggered with 'GROUP' so that they no longer appear after the section has been completed.

P#6400 2012-08-04 15:12 ( Edited 2012-08-04 19:12)

Sweet! Another new feature to play with. Can't wait for the monster editor though :)

P#6401 2012-08-04 15:59 ( Edited 2012-08-04 19:59)

thanks zep that was a good easy run thru. rad!

P#6415 2012-08-06 20:31 ( Edited 2012-08-07 00:31)
:: luke

I'm a bit late to this but I can't find the field that says 'go to room' in 2.10, so if I activate a door in play mode it just completes the level. Did it move?

P#8650 2014-04-06 09:38 ( Edited 2014-04-06 13:38)
:: zep

Hi luke

The doors system has changed in 0.2.10, but I haven't finished new documentation / tutorials for it yet. Instead of using the doors in the 'Items' tab, please use the user-defined ones in the 'Objects > Doors' tab.

Here's a quick introduction: https://www.lexaloffle.com/bbs/?tid=1579. I'll post some more stuff on doors soon!

P#8651 2014-04-06 10:20 ( Edited 2014-04-06 14:20)

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