Player-to-character movement

image
Above is a simple system that may begin to give you an idea of what this guide is all about, and if you were thinking about a system that takes the gim(player) movement and uses it to move characters(or text boxes) around based on the player movement, you’re correct, if not, then maybe test your idea.
Focusing on the player to character movement(name in the making) idea here is what it does essentially:
If you were to move your gim up pressing either W or the up arrow, a object will then move upward just like the gim did. If the gim moves in any other direction, so does the object.

How can you make this work?

Follow the steps below:

1. Setting it up:

Begin with the setup in the image in the beginning of four triggers placed above, to the left, to the right, and below a teleporter. Then create something similar to the image below:
image

PS

Make sure to use text boxes for the blue squares, :blue_square:.

Add this now so that players can actually enter into the trigger area:
image
Finally, add two properties:
image

2. Start settings:

The settings for the Lifecycle:
image
Settings for the teleporter:
image
Settings for all the triggers:
image
Settings for the two properties:
image

PS

Don’t forget that one property is named X and the other Y.

The Camera Point settings:
image
All the blue text boxes settings:
image
Replace the numbers after “cor:” with the appropriate coordinate. This is how to view the coordinates:
image
This is all easy, right? Well…now onto the tough part of all this.

3. Code it:

If you follow every step before this one to the dot then after this step it should work.
Inside the top trigger add this code:
image
After that add the following below it but connected to it:

PS

The image has a piece of code that stretches from the first else if and holds the longest piece of code in the entire program. After the and you will see y + 1, but that’s not the end of it. Here’s the end of it:
![image|73x43](upload://5e6nLNuqEcoIFil0rgwIZMh2fkx.png
As in, y + 1 = 2.

Now let’s see what happens when you run the game now.
Gimkit Video - PCM
(Make sure to move up in order for that to occur for you!)

4. End of Guide:

So that’s how you recreate the player-to-character movement which isn’t the name of my idea, yet.
Choose one of the following, or if you have your own idea, send it in the replies!

  • Player-to-character movement
  • Player-object Movement
  • Player Animation Movement
0 voters

I feel like I didn’t explain this idea too well…if I didn’t please let me know and I’ll try again. Thank you all!

Credits:
Me(@VALUEX), Gimkit Team, @ShadowDragon44, and @Apoll02!

6 Likes

Congratulations, you actually finished this!
Did you change the code a little bit, it looks different that I remember…

Also under your PS dropdown the image didn’t load :PP

This is very similar to my giude, but I’m glad you actually made a functional game using this system. Good job!

2 Likes

Nice guide, @VALUEX!

love the guide, will definitely look into this deeper to help my map-making!

Lol everyone voted the same thing

Nice giode! [1]


  1. We don’t talk about that typo… ↩︎

Welcome back @VALUEX and nice guide!

1 Like