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.
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, ...
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.
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.
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
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yes to teleport
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, ...
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.
Try to convert! http://www.deepblueapps.com/gs-pc-to-mac/
How do i go about doing this? I have tried many things but have found no luck.
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.
Yep, portal inactive until actor clears it
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When you drag an actor into the portal, and it teleports to the new location, what happens? There are two options:
How you go about things is going to depend largely on this.
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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?
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: