Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Search
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
hyperPad

hyperPad Forum

  1. Home
  2. Help and Support
  3. Start the same scene but from a different location?

Start the same scene but from a different location?

Scheduled Pinned Locked Moved Help and Support
32 Posts 5 Posters 6.7k Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • SplitMindGamingS SplitMindGaming

    @Aidan-Oxley I have actually thought about this but would it be a performance issue for my game that is vertical and the rooms will be hidden off to the side that are 1000 of meters high in the air? Would it make it glitchy or does how high the game goes really dont matter in terms of performance issue.

    Aidan_FireA Offline
    Aidan_FireA Offline
    Aidan_Fire
    wrote on last edited by Aidan_Fire
    #6

    @SplitMindGaming I suppose it would depend on how many objects your rooms are made up of. If it's a lot of objects then yes maybe you might start getting performance issues. How far away you put them makes no difference though. What whitehearr said is actually one of the only few ways to do it I think.

    SplitMindGamingS 1 Reply Last reply
    1
    • Aidan_FireA Aidan_Fire

      @SplitMindGaming I suppose it would depend on how many objects your rooms are made up of. If it's a lot of objects then yes maybe you might start getting performance issues. How far away you put them makes no difference though. What whitehearr said is actually one of the only few ways to do it I think.

      SplitMindGamingS Offline
      SplitMindGamingS Offline
      SplitMindGaming
      wrote on last edited by
      #7

      @Aidan-Oxley thanks so I kind of have an idea how to achieve what whitehear Said but It might take me like 3 days honestly to figure out lol. But I will keep you guys posted. Also if maybe one of you guys could create a simple file checkpoint structure that moves between scenes and would love to share it. That would help me and any other members here trying to build a similar game alot. :)

      Aidan_FireA 1 Reply Last reply
      0
      • SplitMindGamingS SplitMindGaming

        @Aidan-Oxley thanks so I kind of have an idea how to achieve what whitehear Said but It might take me like 3 days honestly to figure out lol. But I will keep you guys posted. Also if maybe one of you guys could create a simple file checkpoint structure that moves between scenes and would love to share it. That would help me and any other members here trying to build a similar game alot. :)

        Aidan_FireA Offline
        Aidan_FireA Offline
        Aidan_Fire
        wrote on last edited by Aidan_Fire
        #8

        @SplitMindGaming You can also set a hidden label/attribute on the Global Ui layer and it will not change as you move across scenes. So you could set an attribute to the position of the player on the ui (2, one for x one for y), and every time the main scene loads you run a block of logic that moves the player to this position.

        SplitMindGamingS 1 Reply Last reply
        0
        • Aidan_FireA Aidan_Fire

          @SplitMindGaming You can also set a hidden label/attribute on the Global Ui layer and it will not change as you move across scenes. So you could set an attribute to the position of the player on the ui (2, one for x one for y), and every time the main scene loads you run a block of logic that moves the player to this position.

          SplitMindGamingS Offline
          SplitMindGamingS Offline
          SplitMindGaming
          wrote on last edited by
          #9

          @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
          0
          • SplitMindGamingS SplitMindGaming

            @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 Offline
            SplitMindGamingS Offline
            SplitMindGaming
            wrote on last edited by
            #10

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

            1 Reply Last reply
            1
            • SplitMindGamingS SplitMindGaming

              @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.

              Aidan_FireA Offline
              Aidan_FireA Offline
              Aidan_Fire
              wrote on last edited by
              #11

              @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
              0
              • SplitMindGamingS SplitMindGaming

                @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.

                Aidan_FireA Offline
                Aidan_FireA Offline
                Aidan_Fire
                wrote on last edited by
                #12

                @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
                0
                • Aidan_FireA Aidan_Fire

                  @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 Offline
                  SplitMindGamingS Offline
                  SplitMindGaming
                  wrote on last edited by
                  #13

                  @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
                  0
                  • SplitMindGamingS SplitMindGaming

                    @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 Offline
                    Aidan_FireA Offline
                    Aidan_Fire
                    wrote on last edited by
                    #14

                    @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
                    0
                    • Aidan_FireA Aidan_Fire

                      @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 Offline
                      SplitMindGamingS Offline
                      SplitMindGaming
                      wrote on last edited by
                      #15

                      @Aidan-Oxley perfect thank you so much. Lifesaver

                      1 Reply Last reply
                      0
                      • Aidan_FireA Aidan_Fire

                        @SplitMindGaming I would recommend moving your secret room actually to a place on your main scene that is off the screen, hidden, you can never see it until you go there. That way you don't have to load any scene and then have to make logic that causes the scene to know where to spawn your character.

                        If for some reason you don't want to do this, it is possible to do what you asked but it might need a few things to be changed (for example the starting screen of your main scene will be seen for a split second every time unless you hide it at the start)

                        SplitMindGamingS Offline
                        SplitMindGamingS Offline
                        SplitMindGaming
                        wrote on last edited by
                        #16

                        @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
                        0
                        • KamdroidK Offline
                          KamdroidK Offline
                          Kamdroid
                          wrote on last edited by
                          #17

                          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
                          1
                          • SplitMindGamingS SplitMindGaming

                            @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 Offline
                            Aidan_FireA Offline
                            Aidan_Fire
                            wrote on last edited by
                            #18

                            @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
                            0
                            • KamdroidK Kamdroid

                              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 Offline
                              SplitMindGamingS Offline
                              SplitMindGaming
                              wrote on last edited by
                              #19

                              @Kamdroid Thanks i will try this out.

                              SplitMindGamingS 1 Reply Last reply
                              0
                              • SplitMindGamingS SplitMindGaming

                                @Kamdroid Thanks i will try this out.

                                SplitMindGamingS Offline
                                SplitMindGamingS Offline
                                SplitMindGaming
                                wrote on last edited by
                                #20

                                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
                                0
                                • KamdroidK Kamdroid

                                  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 Offline
                                  SplitMindGamingS Offline
                                  SplitMindGaming
                                  wrote on last edited by
                                  #21

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

                                  MelideM 1 Reply Last reply
                                  0
                                  • SplitMindGamingS SplitMindGaming

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

                                    MelideM Offline
                                    MelideM Offline
                                    Melide
                                    wrote on last edited by
                                    #22

                                    @SplitMindGaming Set color also change the opacity.

                                    1 Reply Last reply
                                    0
                                    • SplitMindGamingS Offline
                                      SplitMindGamingS Offline
                                      SplitMindGaming
                                      wrote on last edited by
                                      #23

                                      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
                                      0
                                      • RobinsonXR Offline
                                        RobinsonXR Offline
                                        RobinsonX
                                        wrote on last edited by
                                        #24

                                        @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
                                        0
                                        • RobinsonXR RobinsonX

                                          @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 Offline
                                          SplitMindGamingS Offline
                                          SplitMindGaming
                                          wrote on last edited by
                                          #25

                                          @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
                                          0

                                          Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                          Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                          With your input, this post could be even better 💗

                                          Register Login
                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • Login

                                          • Login or register to search.
                                          • First post
                                            Last post
                                          0
                                          • Categories
                                          • Recent
                                          • Tags
                                          • Popular
                                          • Users
                                          • Search