Pseudo Player Model

H e l l o H u m a n s

I was messing around with zones.
And I thought, is it possible to activate stuff depending on player position?
Could you make a fake player model?

Well, yes, here’s the result using zones

other than memory problems, it works perfectly!
Our gim is gone and we are playing as a cube!


My question is if this is possible with player coordinates and blocks, and if it would be easier and memory-effiecient.
Plus I want any other suggestions to make this easier.


Also, where should this topic go

  • Help
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It could be possible as seen in the following guide…

We can detect the player direction, ill see what I can do.

At first I thought this was a psuedo player hitbox topic

Yeah thats the complicated part, ill try to recreate the system on my testing map.

3 Likes

Yeah I already checked that guide.
I’m just not sure yet how to turn that into directional movement [1] between the barriers.


  1. is that grammatically correct? ↩︎

pseudopmthing
i threw this thing together, if it’s anything like what you’re looking for?

6 Likes

Yes.

To an extent.
Ultimately, we are limited by Gimkit Creative’s inability to move things. We would likely use a barrier grid to represent the player. As for detecting player movement, there are 2 ways we could go about it:

  1. Using player coordinates
    Let the player move freely, but whenever either coordinate updates we deactivate all barriers and run a block like this:
broadcast_on_channel(f"activate_barrer{get_property("x_coord")}-{get_property("y_coord") + 100}")

Sorry for using Python. I hope you all can understand what’s going on.

In this example, the player is 100 units below the actual game, so that the real player is entirely irrelevant. Each barrier activates on activate_barrierX,Y. X and Y being the x and y coordinates respectively.
The main problem with this is that the player coordinate device can be quite imprecise at times.

  1. Detecting player movement
    By placing a teleporter in the center of 4 triggers, such that whenever the player moves they touch a trigger and are teleported back to where they started, we detect whenever the player moves, and which direction they went. We can use these inputs to make the active barrier square move. This makes a more d-pad like system for something like a puzzle game. [1]
    The problem with this is that diagonal movement could be tricky.

  1. Think Crypt of the Necrodancer, Patrick’s Parabox, Or Baba is You. ↩︎

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think it’s similar to how I did it, but zones are expensive on a large scale

could you show how we can make specific barriers activate using that?

ah ok

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I don’t really have the ability to throw something together in creative at the moment, but I can do my best to describe it.
Based on how it moves, I’m assuming this is the way forber did it, so you can look at their example for what the result would look like.
As for how we’d use coordinates to activate barriers, simply putting the block above in a trigger that activates when either of the coordinate properties update would work. Make sure you also have the barriers activate on channels in accordance with how I named them above. [1]

hey!

Welcome back @forberbeam!


  1. A pseudo coordinate device system with zones would probably work better and be more accurate. ↩︎

2 Likes

I did use the player coords.
Not sure if exactly the way some_kid described (not intelligent enough to understand it), but I’m guessing similar concept?


each barrier is activated based on the coord they are at.
Granted, it is/will be very tedious to write every single coord necessary. BUT, it is also a very simple system, easy to add on to.

I’m assuming there’s a better way to do it, optimize it, etc.
But this was mainly just a simple test I tried during class

amazing response

thank you! i’ve just been lurking for months

4 Likes

Yep! That’s pretty much exactly what I suggested. [1]

Epic image editing.


  1. I should probably just build the code in GKC next time. ↩︎

3 Likes

quetsion
how do the barriers deactivate


kid I figured it out don’t worry

I TOLD YOU NOT TO WORRY

also
is the “-” required

1 Like

In the image forber provided, each barrier deactivates when receiving on off. Whenever a new square would be selected, it first deactivates all the squares so that the previous square is deactivated.

I’M SORRY I’M JUST SO WORRIED ABOUT YOU ZAPPY :sob:

Yes. It’s to make sure that the x and the y don’t combine together when you have more than one digit.

1 Like

How the flip is that square moving so smoothly… I’m interested…
is that just strategically placed zones that you have lighting up?
because if so it really gives off that smooth movement illusion

this does remind me of a game I saw where a player DID use this supposed technique somehow to make an actual pixel arcade game with a actual pixel player

He made it by turning coordinates & properties into channels.
Each barrier will turn on with it’s own channel (1-2, 15-3, etc)
Post 8 explained it very well.

Just…no, please do not post anything like this here.
It’s in no way related to GimKit.

2 Likes

oooo can you show how?

hehe

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it takes no properties because he used the

player x position & player y position 

blocks instead of properties.
they are in for this device

3 Likes

Hi, and quick, somewhat irrelevant to the current conversation, input on this:

For maximum efficiency, based on past examples, you’d want to know where your player is headed. Let’s say you want a map with a custom sprite, so you use this. Putting down a bunch of barriers, and setting them to the exact position per each coordinate the player could possibly cross is crazy Memory Munching Material™. having a few barriers based on predicted positions might be simpler. Albeit, more boring, but, once again, based on past examples, I think that’d be the best way.

With that being said, I’m slightly interested in this. Interested enough that I’ve been stalking it like a madman and have been making my own “sprites” (irrelevant) to try and find a memory soft solution.

I’ll be back to edit this reply if I have more stuff to add.

Hello, I’m back.

I will as soon as I can. (its exam week, so I’m struggling lol)

2 Likes

spare us a picture

i’d say how we have it currently, we could make simple player models
like that heart from Undertale or the cube from geometry dash

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i think i did something similar to this in an attempt to create a one of those uh.. mirrored self puzzles? but ended up making something almost completely different but aside from that i feel the actual functions for a player model are pretty much easy it’s just making the visuals that’s the tough part. but like here? this could be used in like a co op game to where your buddy has to be in a specific coord to make a platform appear in your own part :P

1 Like