![]() You can kill Speedrunner simply selecting the laser object and hitting the character (he also won't respawn) EDIT: He can be killed by everything.We spent a lot of time on this system and would love to hear your feedback on improving it!įirst of all I would say thank you for giving me the possibility to help you creating the level editor. This takes some patience and is probably the most important aspect of making a map. If this area is played in Sudden Death, its clear who wins no matter from which side the player drops out of screen. The grey stuff you see in the screenshot is the C-button enabled gradient, showing you dead spots.ģ. Make it connect via diagonal lines that touch edges of platforms. It will work, until you get situations where someone is slightly on the left or right wins, while logically it should be the other person.Ģ. Lighter gradient means you're closer to the finish.ġ. It will use gradients (from dark to light) to fill out the path. We have a little preview generator if you press C. Then you can add-on more lines in different corners to measure all possible angles. This can be a simple collection of straight joined lines that go through the level. Meanwhile in open areas, it's just a straight line.įirst, draw a line that connect your start and finish. However in tight corridors you should always draw several lines that measure all possible angles of people coming into the corner. In open areas, you should draw just one line that ends at a turn section, a junction, whatever. ![]() You need to know who is in front, and sometimes it's not clear with complicated level geometry. Think of them as laser-distance detectors (that go through walls). These are super important! Your levels won't run properly without Checkpoints!Ĭheckpoints are used to determine who is in the lead in your level. Controls: place around with the mouse, and use ALT to connect them together.
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