Player to sentry correlated movement


This system takes the movement of the player and correlates it to a sentry in a janky animation style this allows for the player to take any number of skins which could be useful in games where you want the player to have a specific skin and is janky like pac-man for example. Or in a maze like this one!
image

What it is doing is taking the player’s movement in the maze to the left and correlating that to the movement of the sentry by activating and deactivation certain sentrys
Screenshot 2024-11-20 17.30.30
this is the same system as above but with trigger instead it works the same but with less memory

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Wait, so this WORKS…?

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My brain is like
“Ayo, tower defense games can go on a new level”

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Ok, so i see a lot of problems with this

  1. please tell us how it works
  2. that looks like a 2min post
  1. so like animation?
  2. how does this benefit gkc.
  3. if u are gona say (WE CAN MAKE PLAYER MOVEMENT!) then, no, its not gonna work. say you go to the right one, then you move to the left one. then the sentry will just teleport to the eft without going through the middle
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I believe they mean moving the sentries, like a TD game, perhaps.

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sry this is my first topic like this

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It’s okay! I suggest you answer Epi’s questions, because it might benefit us and make it easier to help you.

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Its ok!
Just remeber to put more info and pictures.
Some ways to improve posts :

  1. Explain WHY
  2. Explain HOW
  3. Discussion questions!
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is this better


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Great concept! One thing: Memory (wires + sentry’s + zones + barriers and that stuff) might be a little to much

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the small maze is only 5% but memory is a big issue

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Yep. Maybe you can find a way to fix it [1]


  1. like that is gonna happen, but If you do, cool ↩︎

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One way to save a bit of memory is to use channels instead of wires, although, it would only save 100 memory. Gotta save all the memory you can!

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What about the deactivating?

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the channels would take so long to make and to organize all of those

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all the zones communicate on a channel that deactivates all the sentrys

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Maybe change the zones for triggers?

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good idea


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Zones take too much memory

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but they also can be bigger so if you want compact memory efficient then use triggers

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