Forced player controls question.

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Chad
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Forced player controls question.

Postby Chad » Fri Apr 18, 2014 11:33 am

There's one aspect of this kind of event that I've never understood. I've seen a few levels that force the player to do something like, keep Mario holding "Up" for a sequence of events while something else happens in the level. However, I've seen two different effects from this. Some levels have it so it's impossible to give control back to the player until the events finish (as intended), while in other levels, you can break free from it if you struggle against it.

My question here is, what's the difference? Whenever I try to recreate the former, I always get the latter. I've looked at event sequences for both types of levels, and haven't found anything that would make a difference. Does anyone know what sets the two apart?

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Re: Forced player controls question.

Postby bossedit8 » Fri Apr 18, 2014 11:58 am

The events you used for forcing a player to do something like holding the "Right Arrow" button has his own event and that is also right, but if there is a event that causes to happen (Example, a Layer moves to the right instead of left), it also affects the player movements down there because there is nothing on it that is like forcing a player to go to the specific direction.

This can simply break the whole player movement controls too sometimes and how the events are pulled off.

Chad
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Re: Forced player controls question.

Postby Chad » Fri Apr 18, 2014 12:12 pm

I see, so moving layers and other looping events typically won't have player controls selected, so that cancels out the whole thing. That makes a lot of sense. I'm not sure why that wasn't obvious to me, actually. Thanks for clearing that up, this can be locked.
Last edited by FallingSnow on Sat Apr 19, 2014 4:24 pm, edited 1 time in total.
Reason: Locked upon request.


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