DRFT checkpoint help

ktfrightktfright Member Posts: 964
edited November -1 in Working with GS (Mac)
For DRFT, should I have invisible walls on the edges of the track, or should I have checkpoints instead? Also if I take the checkpoint route, how can I make my car actor slow down if or when it touches grass? And not make the user cheat?

One more thing, since my game has 2 tracks, and the finish lines are different, how can I make that same actor start at each of the finish lines?

Comments

  • JGary321JGary321 Member Posts: 1,246
    No one likes to be constrain by 'invisible' walls. If anything you would make them with 'visible' walls. With the grass option, I remember we spoke about that once, you would have to make the grass as a separate actor that would slow the speed of the car when it passes over. As far as I am aware you cannot do this if your track is all one image. You will have to break the grass up & make it a separate image that slows speed. It would not be TOO difficult to do if you have photoshop or a similar program. Might be time consuming though. Good luck!
  • quantumsheepquantumsheep Member Posts: 8,188
    "One more thing, since my game has 2 tracks, and the finish lines are different, how can I make that same actor start at each of the finish lines?"

    If I understand correctly, you have two different tracks on two different scenes. When you finish the first track, the second one loads in and your car is placed on a new start/finish line in a different position to your first track.

    Is this right?

    If so, just use separate game controllers for each scene. So scene 1 would have game controller 1 in it, that tells the car to start at x and y coordinates.

    Scene 2 would have game controller 2 in it, that starts your car at a different x and y coordinate.

    Hope that helps,

    QS :)

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • ktfrightktfright Member Posts: 964
    yeah quantum, thats right. could you show me what you mean with the "game controllers"? haven't used GS in a while.

    oh yeah, my track is one image, but should i have the yellow boxes be the barrier instead, and users will just have to know to go to the checkpoints instead of invisible walls?
  • quantumsheepquantumsheep Member Posts: 8,188
    A game controller is simply an actor with its collision and movement set to off. You can put anything you want in there, just make sure you set the alpha so no image appears!

    For example, if I wanted aliens to spawn once every 5 seconds for level one, my invisible game controller would simply be an actor placed in the scene somewhere that has a rule saying 'spawn enemies every five seconds'.

    If I wanted the aliens to spawn every 2 seconds for level two, then I'd have a new actor that has a rule saying 'spawn enemies every two seconds'

    You can do so much with that - it's how I spawn random enemies for example.

    I'm sure all this can be done with variables but I like to keep my levels seperate most of the time, with game controllers for each. It probably eats up memory and affects the frame rate or something, but it keeps things nice and simple and easy to find!

    From what I've seen of your drift game, you have an excellent grasp of how GS works - I look forward to the next incarnation! :)

    Hope that helps,

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

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