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    Start the same scene but from a different location?

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    • SplitMindGamingS
      SplitMindGaming @Aidan_Fire
      last edited by

      @Aidan-Oxley thats smart. Question about global layers. Is it a bad idea to actually put all my characters and objects to the global layer. Is this considered bad coding or unethical you can say. The reason why I ask is because if I actually put everything to a global layer. I Can simply turn off certain behavior events when leaving the scene and easily turn them back on when returning to the current scene. It would be just as if i never left it. I just dont know the reprocussions of making everything a global layer. Also is there a way to move an object on the scene to a different layer? I dont see that option.

      SplitMindGamingS Aidan_FireA 3 Replies Last reply Reply Quote 0
      • SplitMindGamingS
        SplitMindGaming @SplitMindGaming
        last edited by

        @SplitMindGaming i just noticed global layers dont have physics so please ignore that question.

        1 Reply Last reply Reply Quote 1
        • Aidan_FireA
          Aidan_Fire @SplitMindGaming
          last edited by

          @SplitMindGaming 1: the global layer does not change across scenes, so you will not be able to have multiple scenes.
          2: I'm pretty sure physics are not allowed on ui layers
          3: I don't think you can even move the screen on the ui layer (as in camera will not follow the player)

          The ui layers are meant for ui objects, they really don't work with much else.

          SplitMindGamingS 1 Reply Last reply Reply Quote 0
          • Aidan_FireA
            Aidan_Fire @SplitMindGaming
            last edited by

            @SplitMindGaming said in Start the same scene but from a different location?:

            Also is there a way to move an object on the scene to a different layer? I dont see that option.

            Yep, the behaviour is called Set Z Order (in the transforms/blue tab)

            1 Reply Last reply Reply Quote 0
            • SplitMindGamingS
              SplitMindGaming @Aidan_Fire
              last edited by

              @Aidan-Oxley yes i just realized that as I was attempting to do some testing. But is there a way to easily move an object to a different layer? Lets say i accidently dragged a trashcan object the screen. Spent many hours adding the coding to it then realized its in the wrong layer this entire time. Is there a way to move it within the iU.i without puting the move layer code to it ?

              Aidan_FireA 1 Reply Last reply Reply Quote 0
              • Aidan_FireA
                Aidan_Fire @SplitMindGaming
                last edited by

                @SplitMindGaming Oh you wanna do it without logic, as in in the editor. Press and hold that object, you'll get the option to copy it. You can then navigate to the layer you want and then paste it using the stamp tool.

                SplitMindGamingS 1 Reply Last reply Reply Quote 0
                • SplitMindGamingS
                  SplitMindGaming @Aidan_Fire
                  last edited by

                  @Aidan-Oxley perfect thank you so much. Lifesaver

                  1 Reply Last reply Reply Quote 0
                  • SplitMindGamingS
                    SplitMindGaming @Aidan_Fire
                    last edited by

                    @Aidan-Oxley so I got it to work and you are right about the start of the main scene shown for split second. Is there any way around that besides trying to hide the background? Why does it do that by the way?

                    Aidan_FireA 1 Reply Last reply Reply Quote 0
                    • KamdroidK
                      Kamdroid
                      last edited by

                      The scene displays before any behaviours are executed.

                      I personally put an object over everything else. Like a black colour that fades out (which hides the initial scene)

                      You could also try enable preloading on that scene, but that probably won't help.

                      SplitMindGamingS 2 Replies Last reply Reply Quote 1
                      • Aidan_FireA
                        Aidan_Fire @SplitMindGaming
                        last edited by

                        @SplitMindGaming Yeah do something like what kamdroid said. Now that you have logic that moves the player at the start of level loading, maybe you could put the player in a blank area to start with.

                        1 Reply Last reply Reply Quote 0
                        • SplitMindGamingS
                          SplitMindGaming @Kamdroid
                          last edited by

                          @Kamdroid Thanks i will try this out.

                          SplitMindGamingS 1 Reply Last reply Reply Quote 0
                          • SplitMindGamingS
                            SplitMindGaming @SplitMindGaming
                            last edited by

                            Also with the scene displaying first before any behaviors are executed. Is that just a hyperpad thing or can you somehow code this out yourself to have it look for any priority behaviors before the screen loads?

                            1 Reply Last reply Reply Quote 0
                            • SplitMindGamingS
                              SplitMindGaming @Kamdroid
                              last edited by

                              @Kamdroid how did you get the black screen to fade out? I dont see a set opacity option.

                              MelideM 1 Reply Last reply Reply Quote 0
                              • MelideM
                                Melide @SplitMindGaming
                                last edited by

                                @SplitMindGaming Set color also change the opacity.

                                1 Reply Last reply Reply Quote 0
                                • SplitMindGamingS
                                  SplitMindGaming
                                  last edited by

                                  So guys I did mention that i got this to work. But i did it in kind of a cheesy way using add values because thats what I know how to use for now. What would be the proper coding structure for the logics when the player goes to the secret room and comes back out and the game no longer allows them to go back in. Do i use attributes for this? For example set an attribute for secret room door open and when the player enters it changes it to close?

                                  1 Reply Last reply Reply Quote 0
                                  • RobinsonXR
                                    RobinsonX
                                    last edited by

                                    @SplitMindGaming Yes, you can use attributes. Then use get attribute along with a condition. So if the door is closed, don't let the player enter.

                                    SplitMindGamingS 1 Reply Last reply Reply Quote 0
                                    • SplitMindGamingS
                                      SplitMindGaming @RobinsonX
                                      last edited by

                                      @RobinsonX thanks. To me for some reason Im having a hard time wrapping my head around the concept of attributes. How would i set it up exactly. Sounds easy to say in my head but when it comes down to trying to code and make it happen it gets really confusing. How would you set this up. A player goes into the room. When he leaves. He cant go back in? This is how far i think I can get.

                                      Door (Collided) with player
                                      (Get attribute) door 1 entered

                                      Now what would be the logic that does let him go back in when he comes back out. Sorry guys i know im an idiot.

                                      Aidan_FireA 1 Reply Last reply Reply Quote 0
                                      • Aidan_FireA
                                        Aidan_Fire @SplitMindGaming
                                        last edited by

                                        @SplitMindGaming Do you know how labels work? Have you ever used a label as some value, and you use Set Label and Get label? An attribute is basically the same thing, but invisible.

                                        1 Reply Last reply Reply Quote 0
                                        • Aidan_FireA
                                          Aidan_Fire
                                          last edited by

                                          So is this still the thing where you enter a room and it loads you into a new scene? And are you like trying to set an attribute on the global ui? (So that it doesn't get reset?)

                                          SplitMindGamingS 1 Reply Last reply Reply Quote 0
                                          • SplitMindGamingS
                                            SplitMindGaming @Aidan_Fire
                                            last edited by

                                            @Aidan-Oxley yes its the same thing where it loads you to a new room. Im trying to set an attribute where it knows when u entered the room then prevents you from entering once you leave. An open and shut door policy you can say.

                                            SplitMindGamingS 1 Reply Last reply Reply Quote 0
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