1 (edited by PennySchloss 2019-05-02 08:03:34)

Topic: New Checkpoints Completed

The checkpoints is now ready to use (100% COMPLETED).

Set current transform:
If the checkpoints acive
|
+-- Save the start position and level data

Respawnable:
If not in the board
|
+-- If the checkpoints is last active
      |
      +-- Do it for respawn

Check this out in GitHub, before merging pull requests.

Made with Linux Mint 19.1 Cinnamon

2

Re: New Checkpoints Completed

Checkpoints is a really good idea

Download my levels here: http://neverforum.com/fmpbo/viewtopic.php?id=3147
Progress: 73/100

3

Re: New Checkpoints Completed

    Hmmm... interesting! I could see levels involving deliberately falling out after pressing a switch so that you return to the checkpoint. However, I wonder if there should be a configurable time penalty. (This, of course, only gives you a certain number of respawns before you have to go back to the beginning.)

http://neverforum.com/fmpbo/viewtopic.php?pid=34398  The Levels Are Here!!!

Name pronounced /tʃə.ˈmɑd/ ("chuh-mod") followed by the digits "seven zero zero".

4 (edited by KodeBreaker 2019-04-12 19:30:04)

Re: New Checkpoints Completed

The best reason for checkpoints are levels Dance, Warp Zone, or Splitdance where the ball is on a moving platform all the time. For example, if the ball hits a checkpoint in a "dance" type of level and falls out, then the ball will return to that checkpoint with the same amount of coins, time, and the platform will be where the ball is. A teleporter won't be able to do that.

Download my levels here: http://neverforum.com/fmpbo/viewtopic.php?id=3147
Progress: 73/100

5 (edited by PennySchloss 2019-04-13 17:03:30)

Re: New Checkpoints Completed

KodeBreaker wrote:

For example, if the ball hits a checkpoint in a "dance" type of level and falls out, then the ball will return to that checkpoint with the same amount of coins, time, and the platform will be where the ball is.

Checkpoints on the moving platforms does not move. If the checkpoints is on the moving platforms, the checkpoint switch will collapse.

An recommended is: Place the checkpoints on the static platform.

Made with Linux Mint 19.1 Cinnamon

6

Re: New Checkpoints Completed

what are checkpoints?

7

Re: New Checkpoints Completed

    Apparently PennySchloss has created something where if the ball touches it and later falls out, it is returned to that point (so you do not have to start the level over). I am not aware of the details nor of the way to put it into the official game.

http://neverforum.com/fmpbo/viewtopic.php?pid=34398  The Levels Are Here!!!

Name pronounced /tʃə.ˈmɑd/ ("chuh-mod") followed by the digits "seven zero zero".

8 (edited by PennySchloss 2019-04-23 08:33:04)

Re: New Checkpoints Completed

KodeBreaker wrote:

For example, if the ball hits a checkpoint in a "dance" type of level and falls out, then the ball will return to that checkpoint with the same amount of coins, time, and the platform will be where the ball is.

chmod 700 wrote:

    Apparently PennySchloss has created something where if the ball touches it and later falls out, it is returned to that point (so you do not have to start the level over). I am not aware of the details nor of the way to put it into the official game.

I've fixed some methods on checkpoints. The blue beam has visuals now.

Made with Linux Mint 19.1 Cinnamon