Updated Advanced tricks of Pivot Kit.md (markdown)
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2 | 1 | This is a Tutorial about the advanced tricks of Pivot Kit. Don't know what that is? [[Check this out|https://fancade.page.link/Rntz]] |
3 | 2 | [[https://imgur.com/6fPf0qF.jpg]] |
4 | 3 | |
5 | At the start of the level we are moving the 7 voxels height block beneath the starting platform at very high speed *(In one frame)* to hide it from the player. |
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The small value along negative Y-axis is used to prevent some clipping flashes *(set that to 0 to see what I'm talking about)* |
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4 | At the start of the level we are moving the 7 voxels height block beneath the starting platform at very high speed (in one frame) to hide it from the player. The small value along negative Y-axis is used to prevent some clipping flashes (set that to 0 to see what ViChyavIn is talking about). |
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8 | 6 | [[https://imgur.com/UsqZ4Kk.jpg]] |
9 | 7 | |
10 | 8 | After that, whenever the user presses a switch, the output of that is processed by **Switch to Move**. |
... | ... | @@ -13,16 +12,14 @@ As long as the ID section of **Add Movement** is connected with the proper ID, i |
13 | 12 | These are some of the useful global variables in **Pivot**. |
14 | 13 | |
15 | 14 | * **$You** (Vector) contains the current position of BlueCube. |
16 | * **$KGot** (Number) contains the amount of keys collected. |
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17 | * **$T** (Number) contains the amount of frames passed from the start. |
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15 | * **$KGot** (Number) contains the amount of keys that BlueCube has collected. |
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16 | * **$T** (Number) contains the amount of [[frames|Current Frame]] passed from the start. |
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18 | 17 | |
19 | 18 | In the third part we are checking if BlueCube is in the proper position, and if it is we change the camera zoom and make a staircase. |
20 | This part shows that you are *not always stuck to switches for doing something!*
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19 | This part shows that you are not always stuck to switches for doing something!
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21 | 20 | [[https://imgur.com/mr7fD6G.jpg]] |
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23 | Code for nothing: E441297 |
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25 | At last we have connected the After wire of one set of **Add Movement** block to another set's before part. |
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22 | At last we have connected the After wire of one set of a **Add Movement** block to another set's before part. |
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26 | 23 | As I said before, as long as **Add Movement** gets the proper ID it can be activated by either the **Switch to Move** block or After wire of another **Add Movement** block. |
27 | 24 | Here it gets activated by another Script to have a good *Staircase Building* effect. |
28 | 25 | [[https://imgur.com/Pe3UdWH.jpg]] |
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