Different Ways to do Different Things: A Guide on Variance
If you are somebody who wants to know every way of doing something, this guide is for you. I’ll be skimming over different ways to create different mechanics in GKC that vary in difficulty, but all work. This intro isn’t amazing, so read the guide and you’ll know what I mean.
Guide:
This guide is not too short, each dropdown is basically a guide itself. Also, I shortened a lot of things for brevity, so each guide might not go in full depth.
Counting Points
Counting Points
Tracking a player’s points and putting it on the leaderboard.
Easy: The easiest way to do this is by granting a player a certain item using an item granter. This can be accomplished by going into map options and making the score type, Amount of Specific Item, and using an item granter to grant an item whenever the player earns a point.
Pro(s): Easy, simple, memory-efficient, and requires no block code.
Cons: Players can drop the item you picked which would affect the leaderboard. They can also give the item to others, although both these setting can be changed.
Intermediate: Use a counter that updates a property and set the score type to Property. Increment the counter whenever the player earns a point. Make sure to create the property using a Property device and make sure the property and count scope are set to player.
Pro(s): Very memory-efficient and customizable.
Cons: Requires block code to visualize during-game(unless you allow counter to be visible, but it may not look nice).
Advanced: If you want to display the score, follow the intermediate steps and then in the property settings edit the setting, “When property value changes, transmit on” to any channel. Now, create a text overlay and add block code similar to the example on the channel you created. Make both text overlay scopes “player”.
Pro(s): Players can’t interfere with the score, and it is customizable and extendable.
Cons: Not memory-efficient. Requires block code which requires an understanding of block coding.
When You Fall, You Respawn
When You Fall, You Respawn
The title speaks for itself
Easy: You can easily make a this using a laser set to a large number of damage, but lasers have a length limit as do all devices and look ugly if you don’t hide the beam. There is no photo for a reason.
Pro(s): Easy to make. Easy to integrate into your system, and a simple design.
Cons: Limit to how many lasers you have, and their length is limited. Also, not very memory efficient.
Intermediate: You can use a zone and wire it to a respawn device or damager to respawn you on impact.
Pro(s): If you have a small enough area, you would need only one. They also are invisible which makes the design look smooth and consistent throughout your game.
Cons: Zones have a length limit, and placement limit. They also consume a lot of memory when there’s too many. (300g’s per zone)
Advanced: Add a player coordinate device that uses this block code or something similar, and then add a respawn device that respawns when the channel in the block code is broadcasted.
Pro(s): You don’t have to worry about device limits.
Cons: The player can’t start the game on the floor. Uses block code, which can be confusing and annoying to the creator.
This is a wiki for a reason :)
Please help me make this guide better.
Wiki checkbox:
- Check when editing please.
- TL3 and TL4 can edit without permission. Everyone else must ask to edit.
- Please use best judgement when formatting.
- All edits must follow the TOS and FAQs
- Only edit your portion.
Editing Queue:
- Empty
- Empty
- Empty
- Empty
- Empty
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
Please leave a
if you enjoyed the guide. Thank you for reading!
Here is a penguin for reading!