Here is some Test Footage of my level so far. After a few weeks, I finally got the main platform types (Green on a timer, Blue and orange switching) working, as such I rushed to make a the first level as a test level of sorts to see how well platforming actually performs now I have it coded in. Rather than being part of the level, the platforms are separate objects that exist contained outside of the level as an actor as its own "object" so they all must be moved simultaneously if being adjusted in the level. Adjusting 1 Platform of the collection of 60+ must be done within the object itself.
This is the blueprint actor that contains every single Blue/ Orange Platform within the level. First, the 3 connected separately at the beginning enable the 'E' Key to be pressed in the context of the Blueprint, which then activates a "Looping Multigate" Node which causes the sets of platforms to infinitely be able to switch states when the 'E' is pressed. These two states are Collision and Visibility available for Blue and not for Orange Platforms and then Vice-versa for the other state so one can only be enabled if the other is disabled. (For testing purposes both are currently enabled on level start.)
The two green nodes above and below the main Multigate Sequence are 'Make Array' Nodes and basically in its simplest terms this node serves the purpose of collecting the data of every separate platform in either Blue or Orange and making it into one variable, so they're affected by the code in the Blueprint. If they're not connected they won't reappear or disappear.
Here is the Blueprint for the Green Tiles which disappear on a Timer. I have much less of an understanding as I do with the switching as I relied on the help of the Tutor, Jay, to make this blueprint in this way, I would have done it through timers and loops, which is much less memory efficient but the effect is the same but I digress. The Blueprint works by having its own timer logic, where when it hits the "max time" (3.0 seconds) it sets the Timer back to 0 and when it is at 0, it causes the platform to appear in the collision and visual sense, which then sets the maximum time that the timer can go up to to the same as the max time (3.0 seconds) it can appear for and after this it sets the variable that decides that it should appear to false so it does the "disappear" sequence and the max time the object stays disappeared is also its own separate variable. After this, the platform uses the "Decide" Boolean logic in a way where it defines it as Deciding it is NOT Untrue as a variable (Which is different to being set to True for the purposes of this Blueprint)
Here is some more test footage of my Game. This one is the entire first level sans the textures and decorations, the challenge and gameplay itself in the level is complete though. The main differences in this iteration are the starting area, the TV Screens, the green platforms being replacs with purple (Because if they stayed green, they'd have been identical to Healing Tiles), the decoration at the end of the level and then the entrance to the next level. This pillar is the first model I made for the "Red Room" inspired Level theme inspired by the surrealist imagery and aesthetical choices featured in the works of David Lynch, mainly Twin peaks (1992) though it didn't have a checked floor and more of a chevron striped one. It still had the bright red clashing against a black and white pattern though, which I like as an idea. I'll probably make a few more decor aspects as I feel my level is lacking a lot in that sense at the minute. That will cme later though as I...
https://www.instagram.com/zestarius.the.yellow It is now the other side of Christmas Holidays and there is only a week left for the Lemon Project. Minus accounts that I know for a fact have used Bots, I am probably 4th, 5th or 6th STILL! You may notice I have also recieved around 550 Followers since my last Blog, where I was only at 200. Now I never expected to get this many as by my estimate, 100 Followers took about 3 weeks to a Month sort of up until Boxing day where it's now averaging 60 per day, which doesn't really correlate with engagement on my posts, which have stayed in line with how they have been since hitting 200 followers. In short, I'm pretty sure most of my follows are coming from otgher Instagram accounts, trying to boost followers by doing Follow for Follow, which I also do but now people are going to my account, rather than I, going for theirs and I've sort of started to exponentially grow as a result. I am a little deflated at the fact that people ...
This blog is a walkthrough of how I made a Checkpoint System today, with much help from Jay, which saves the Player's location in a level when they die so they do not have to restart at the beginning each time. The reason why I couldn't really use any online tutorials was because I already had a death screen and most checkpoint systems on Youtube involved destroying the Player Actor and respawning essentially a new one in. My death system which I created depended on the actor being altered into a "death-like" state and not outright destroyed with all the data they were storing so I had to do it a different way. First I created this pad with a collision box, fairly simple stuff. When the Player overlapped with the collision box, it would cast information of the location of the Checkpoint to the Player and the Gamemode (Which was not needed as well as the Player but it is there incase something goes wrong) I then created this function that would be activated upon inter...
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