Right, okay. For an adventure I'm working on, I have a Spikeyball mechanism off-screen to do Special Things™.
For the most part, it's working fine. The problem I'm having is that it's possible for the player to accidentally kill the Spikeyball and ruin the mechanism.
Here's a picture:
The Spikeyball in the lower left is for dialog, ignore that.
How this works is that when the player steps on a button (a round one in this case), the gate lowers and the teleporters activate. The Spikeyball heads through the teleporter, and thanks to the springs, rolls over the "activated" General Command switch (the upper-right one). When the player steps off the button, the gate rises, the Spikeyball rolls over the "deactivated" switch (the one next to the teleporter), re-activates the teleporter (the green diamond - the teleporters have subcolour 1), then heads back to the starting area.
The obvious problem here is that if the player steps off the gate button (if it's a round one, which it is here) or turns off the mechanism at the wrong time, the Spikeyball can be killed by the gate next to the spring.
As much as I want to make a fully functional mechanism on my own just to say "Look at me, I did something!", I can't figure out how to get this working on my own. Can anyone help me find a way to make this work without making it possible to kill the Spikeyball and break everything? Thanks.
Could use a bit of help here...
Unfortunately, no, I can't.
So long as the gate is open, the mechanism is active. It only ends when the gate closes.
So long as it's active, the only two buttons in this image that the Spikeyball can activate are the rightmost GC button and the blue square (which is for a gate in the level).
Once it's deactivated, the Spikeyball turns onto the path with the teleporter and button.
So long as the gate is open, the mechanism is active. It only ends when the gate closes.
So long as it's active, the only two buttons in this image that the Spikeyball can activate are the rightmost GC button and the blue square (which is for a gate in the level).
Once it's deactivated, the Spikeyball turns onto the path with the teleporter and button.
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Last edited by Emerald141 on Fri Sep 02, 2022 6:32 pm, edited 1 time in total.
- StinkerSquad01
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