In fact, we can!
I tried making a working prototype before, problem is it got buggy.
But what I know by my experience is that we need a player coordinator device.
So here’s my idea:
We force the Gim to continue running right.
If they stop running or start running left, we respawn them and reset everything.
Aye… I can where this is going…
To get the running left check, we should use a property that gets the players previous X coordinate, then compare if its greater than the players current X coordinate.
sooo Potentially we could use a maxed-accuracy sentry constantly firing a gadget at the player with knockback functionalities. When the sentries gadget no longer has enough range to bump the player, a new one could be activated. We could have zones representing every layers of the air, so that a new sentry would be activated for each layer to keep pressing the player forwards.
This would be better, tho, if we had a device that fires gadgets instead of the sentry.
I think this is a pretty good idea, we could possibly use a trigger loop to make the background (including the part represents the Player) keep changing in a specific interval, which looks like it is moving.
Let’s do a bit of design with the walls:
When you hit a wall, you can’t keep running, so you don’t have to run any longer, here you can switch your direction or go over the wall and keep running in the same direction as you were before (If you can)
well, yeah. good point.
Do you have any ideas on how to make this?
WE could make flappy bird! By making a rng counter the random barriers animating and moving to the side!