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Teleporters

Posted: Sun Feb 06, 2005 6:18 pm
by Lipa
Hi!

(I hope I'm not making a complete idiot now... Maybe this feature already exists? I'm kinda new and have only gone through the original Supaplex and Boulderdash levels so far.)

Have you ever considered telepods? You know - little dude goes in and comes out somewhere else (we've all seen "The Fly", right? :D ). How about more telepods in the same level - you just get teleported to the nearest one. This could offer some challenging puzzles... Maybe other objects could be transported too, like boulders or emeralds. Of course only if there's room on the other side... The possibilities are endless.

Well, just a thought.

Be well!

Posted: Sun Feb 06, 2005 9:10 pm
by Zomis
The possibilities are indeed endless, have you heard about Custom Elements?
They can do pretty much anything you want...

Check out these levels: http://www.zomis.net/rnd/download.php?id=327

Posted: Sun Feb 06, 2005 9:30 pm
by Lipa
:D

Thanks, Zomis! Yes, that's exactly what I mean.

Hm... Once I find some REAL time, I must look a bit into the editors and CEs. Things seem to be very interesting indeed!

See you around!

Posted: Mon Feb 07, 2005 12:01 am
by bojster
I've seen teleports in some of Richard's levels at least. You can download them and spy how he did them ;-)

Posted: Mon Feb 07, 2005 12:36 am
by Flumminator
I think someone had somewhen written a step-by-step description how to do a teleporter, but it must have been in the old forum :-/

The key-point is creating a CE that can change to the player.

Posted: Mon Feb 07, 2005 3:50 pm
by Zomis
Flumminator wrote:I think someone had somewhen written a step-by-step description how to do a teleporter, but it must have been in the old forum :-/
Oh yes, I remember him very well. It was on the proboards forum, it was the same guy that wrote a huge CE "tutorital"...
I just can't remember his username!!!

Edit: Just followed Bojster's link in the off topic forum, Fractal Dreams was his name.
http://web.archive.org/web/200402070326 ... =Mapmakers
Unfortunately, I can't access his post. :(

Posted: Tue Feb 08, 2005 4:56 pm
by Darkon
there were teleporters on my diamond caves 3 elements level i made ages ago, which to this day i havnt fully finished since i needed more CE options to do them, and quite frankly, the hammer and chests were pretty much impossible to make

but all the gfx are there, and free for anyone to use if they wish to

Posted: Tue Feb 08, 2005 6:17 pm
by Martijn
Darkon wrote:there were teleporters on my diamond caves 3 elements level i made ages ago, which to this day i havnt fully finished since i needed more CE options to do them, and quite frankly, the hammer and chests were pretty much impossible to make

but all the gfx are there, and free for anyone to use if they wish to
Where can I download it? I'd like to play it!

Posted: Tue Feb 08, 2005 10:53 pm
by Darkon
im pretty sure itll be somewhere on zomis's r&d files archive... thing

Posted: Wed Feb 09, 2005 12:10 pm
by Zomis
Darkon wrote:im pretty sure itll be somewhere on zomis's r&d files archive... thing
It is!? *checking*
Ah, it is :)
All Darkon's RNDFA files
file id 164 and 165 seem to be the ones.

Posted: Wed Feb 09, 2005 12:49 pm
by Martijn
OK thanks.

But why shouldn't we make one big contribution of all the (only the new) loose levels in the archive?

Posted: Wed Feb 09, 2005 4:31 pm
by Zomis
Martijn wrote:But why shouldn't we make one big contribution of all the (only the new) loose levels in the archive?
Several reasons.
1. I don't have time to make one
2. Some users might not want their files included in a contribution
(although this isn't a very good reason, since if they are public at the archive, anyone can download them anyways).
3. Make one if you want :)

Posted: Wed Feb 09, 2005 5:47 pm
by Martijn
Zomis wrote:
Martijn wrote:3. Make one if you want :)
That's why I wrote: 'we'. And I don't know which levels are part of another existing levelsets and which aren't.

Posted: Thu Feb 10, 2005 3:23 pm
by Zomis
Martijn wrote:That's why I wrote: 'we'. And I don't know which levels are part of another existing levelsets and which aren't.
Neither do I.
And if anyone wants to set the files into a contribution package, please do so if you want. However, I can spare your time a bit by making a way to download all files at once (which will be avalible soon), or all files in a specific category or all files by an user.

Posted: Wed Aug 03, 2005 5:53 pm
by Tomi
Back to teleporters... hope it's ok to post it into this forum. The simplest way to do non-animated, one-way teleporter is:

1. Make a custom element that
- can be walkable over/inside/under (in config 1)
- looks like teleporter entrance (in config 1 or graphicsinfo.conf)

2. Make a custom element that
- can be walkable over/inside/under (in config 1)
- looks like teleport exit (in config 1 or graphicsinfo.conf)

On change tab of element 2, do this:
- check "element changes to"
- check "player touches" and change it to "player enters"
- check "use extended change target"
- change "replace when empty" to "replace when destructible"
- draw the element 2 into middle of content area (on change tab)
- draw the "player triggering change" (in editor on the bottom of custom elements) on the top, bottom left and right of it (so it will work no matter how the element is placed)
- select the element 1 with "pick drawing element tool" and put it into context area right of "player enters element"

Should work.