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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]]
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[[https://imgur.com/6fPf0qF.jpg]]
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[[/uploads/6fPf0qF.png]]
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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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[[https://imgur.com/UsqZ4Kk.jpg]]
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[[/uploads/UsqZ4Kk.png]]
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After that, whenever the user presses a switch, the output of that is processed by **Switch to Move**.
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As long as the ID section of **Add Movement** is connected with the proper ID, it'll know which blocks to move. It just gets activated by the **Switch to Move** Script.
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[[https://imgur.com/gym2BJo.jpg]]
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[[/uploads/gym2BJo.png]]
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These are some of the useful global variables in **Pivot**.
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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.
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This part shows that you are not always stuck to switches for doing something!
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[[https://imgur.com/mr7fD6G.jpg]]
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[[/uploads/mr7fD6G.png]]
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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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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.
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Here it gets activated by another Script to have a good *Staircase Building* effect.
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[[https://imgur.com/Pe3UdWH.jpg]]
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[[/uploads/Pe3UdWH.png]]
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