Best way to create portals?

Whats the best technique to create portals with a dragable actor?

Comments

  • SocksSocks London, UK.Member Posts: 12,822
    "portals" ?
  • LumpAppsLumpApps Member Posts: 2,881
    Teleport portals I guess.
  • ApprowApprow Member Posts: 703
    @LudwigHeijden

    yes to teleport
  • sparkaniasparkania Member, PRO Posts: 300
    "portals" ?
    you know... Portals...

  • gamesfuagamesfua Member Posts: 723
    The basic gist (depending on what youre trying to achieve is relatively simple). Lets say you have two portals. One on each side of the screen. When an actor touches the right most portal youre going to put a rule that says CHANGE X Y ATTRIBUTE to the position of the left most portal. You can go one step further that copies over and or continues the main characters speed, direction, angle, etc. Fairly simple when you get the hang of it.
  • caiokawasakicaiokawasaki Member Posts: 68
    edited January 2013
    Whats the best technique to create portals with a dragable actor?
    It isn't the best way, but...

    Download this project here: https://dl.dropbox.com/u/62834706/gs-projects/Portals.rar

    I create a simple portal system for you, it's basically 2 diferent actors(portals), when the character collide with any of the portals it will be teleport to the another one, the portals teleport 2 for 2 seconds, so you will can change the time to teleport.
    Sorry by my bad english, if you don't understand anything, just quote-me and i'll try to explain bether...

    EDIT

    With dragable actors, it's the same thing i guess, ...
  • ApprowApprow Member Posts: 703
    @caiokawasaki

    Thanks for your help, but I work on mac so unable to open the file. I already have a portal system but I do have some issues with the timing. like when it has teleported and the player didnt trow the actor far enough and is still overlaping with the portal, it will be teleported back to portal 1.
  • RPRP Member Posts: 1,990
    I am truely disapointed @Socks. I was expecting you to link to a blueprint on how to build a portal gun. :-<
  • MsgconawayMsgconaway Member Posts: 5

    @anatomyofdreams said:
    You can go one step further that copies over and or continues the main characters speed, direction, angle, etc.

    How do i go about doing this? I have tried many things but have found no luck.

  • EverwildEverwild Member Posts: 48
    edited May 2015

    I'd make 2 actors for your portals, then when you collide with one, destroy that actor, and have the other portal spawn it after [time], but with an offset so it doesn't overlap the portal it's coming out of (much as ciaokawasaki was saying).

    But since I kind of like how things come right through portals, I'd probably make it spawn right on the portal, but set a rule that makes the portal unuseable for a certain amount of time after that event, so you have to move off of it, or get sent back. Plenty of games use that method.

  • ant_ladant_lad Member Posts: 222

    Yep, portal inactive until actor clears it

  • ArmellineArmelline Member, PRO Posts: 5,369

    When you drag an actor into the portal, and it teleports to the new location, what happens? There are two options:

    1. The actor stops being dragged and you have to touch it again to resume dragging.
    2. The actor continues being dragged, relative to your touch location (so your finger is a long way from the now-teleported object.

    How you go about things is going to depend largely on this.

  • MsgconawayMsgconaway Member Posts: 5
    edited May 2015

    I am still confused. Is there just a way to tell me the blocks to put together? What i have right now is:

    I set on an attribute to be equal to my portal's rotation

    when my ball enters the first portal it changes the attribute of the ball's linear velocity to be equal to the rotation of the leaving portal

    My outcome: the ball always leaves at the same angle
    Any fixing ideas?

  • tiger27tiger27 Member Posts: 127
    edited May 2015

    You can go one step further that copies over and or continues the main characters speed, direction, angle, etc.

    To accomplish something such as the above mentioned quote by @anatomyofdreams you would have to create an attribute to always keep track of the speed, angle, direction, etc. (ex. Every .01 seconds: change attribute Speed to horizontal acceleration (or whatever)) Then write:

    collision with portal 1 
    change self.position.x to (ex.) 100
    change attribute self.horizontalacceleration to game.speed
    
Sign In or Register to comment.