basic assets, like platforms, ramps, tiles and some other more basic things, but these assets are extremely important as they are much easier to place and interact with and they all are compatible with pretty much every system, and can be scaled without much issue. In bigger levels sections are extremely important for reducing lag, having a massive facility with lots of enemies is good and all but if you have microsoft power point frame rate there isn’t much point to it’s existence.Īdvanced manipulations of sections often result in cool mechanical systems, such as a AND gate with triggers, (this requires a dummy enemy and 2 sections with 1 wall attached to each) which allows for multiple “Enemies dead” triggers to have to go off to open a door or something like that for more advanced levels, and sections work well with the animation system’s… insanity of potential use cases. Sections are useful for making something cease to exist until you want it to be a thing, this gives them a variety of uses, like simulating logic gates, crude animation (Shoutout to hollowedcommander with the whole business boss thing) and more basic uses like primitive doors or lag reduction.įor basic uses it can be used to make enemies not appear until you hit a trigger, allowing for cheesy surprise attacks, I don’t see many other basic uses of sections beyond things like these, maybe something else like walking into a trigger and making a door disappear, but there are just a lot of great uses that take some technical know-how that I will help grant you. The scaling tool is similar to the positioning tool in the way it looks, you click and drag arrows to scale things in the direction selected, useful for scaling and works flawlessly with the animation system. The rotation tool can be used to rotate things move quickly, and it cares about positioning unlike inputting direct rotation angles into the rotation boxes, be careful using it in the animation system unless you use a technique I will explain later, the rotation tool allows you to rotate things to your liking without playing around endlessly with rotation values Tool 2 is also incredibly useful, it is used for making precise movements and is affected by rotation, pressing 2 or clicking the white box to the right of the drag tool (which is the default tool) selects it, and when you select an object you can click and drag on of the 3 arrows that it causes to appear, these move it in the direction that the arrow is dragged in, useful for precise movement The drag tool is good for dragging things out, it is the default tool and it is good at dragging things into the general position of where you want them to allow the 2nd tool to position them precisely One of the things I see with newer level editors is that they may not use their tools, when I was new it took me forever to find out how useful the tools were and how much easier they made scaling and rotation as well as positioning and selection In addition, everyone on Doborog's development team has "very secret emote." The text for this emote is "THIS EMOTE IS VERY SECRET AND EXCLUSIVE.Guide to Level Editor Basic Tools, and What They Do There are also some secret emotes found the level editor that are not used. "rest in pieces" (unlocked for participating in the beginners welcome level editor competition) "everyone is a winner when you have fun" (unlocked for participating in the same tournament) "good luck have fun" (unlocked by winning a level editor competition), "moves of a winner" (unlocked by winning an official last bot standing tournament and won by Shono), There are a few hidden emotes in the game. To change your equipped emotes, look in the Multiplayer section of the settings and click Select Emotes.įor information on how to unlock additional emotes, please use the Achievements page.ĭespite emotes being introduced for Co-op, they can be used in singleplayer. They can be used by holding the ALT key and using the mouse pointer to select the desired emote. Emotes are unlockable from achievements for doing various things.
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