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To clear up anyone’s confusion because apparently a tag isn’t enough
for people to know this is for platformers! Where players get KOed by falling like DLD. Now maybe next time use some common sense and read the tags
Hello. It is time. This is my first guide since I returned and that makes my last guide in like November
ANYWAY
Did you know when running Gimkit on poor devices (such as a Chromebook) the amount of times you respawn is directly proportional to the lag in game? Seriously, in a map the more times you respawn, the laggier it becomes and the more impossible the game is, the more you respawn, it gets more lag and on and on in an infinite cycle. Now you may be asking “So what? Why would we go through more effort because some people have bad devices?” and to that I say:
shhhhhHSHhshhhshshshhshshushssshhhhhhhhhhhhhhh
Let me make my guide in peace.
This guide is split into two parts! Pseudo-Respawning and Pseudo-Checkpoints. We’ll start with the latter.
Pseudo-Checkpoints
Man I’m sure Axis wished he could’ve had a checkpoint after I went uty genocide[4].
cough
Devices
- 1x Property
- 1x Counter
- 1x Trigger
- 1x Teleporter
- 1x Notification
Props
- 1x Red Arena Flag
- 1x Green Arena Flag
Step 1: Checkpointing
Let us start by placing our Trigger
When triggered transmit on [set.checkpoint, deactivate.checkpoint1]
Visible In-Game [No]
Deactivate when receiving on [deactivate.checkpoint1]
Active Scope [Player]
You will actually need to make one of these for each checkpoint, with the deactivate.checkpoint[#] increasing for each one.
Now fetch your Counter
Increment when receiving on [set.checkpoint]
Visible In-Game [No]
Count Scope [Player]
Update Property [Yes]
Property to Update [Checkpoint]
So now when the player activates the checkpoint, it will increase this counter! Simple and easy!
Now grab your Property and set it up like so
Property Name [Checkpoint]
Property Type [Number]
Property Scope [Player]
Let’s now get the final device we need, the Teleporter
Teleport here when receiving on [checkpoint.1]
Visible In-Game [No]
This number should increase with the trigger’s number.
–
Explanation: When the player triggers this checkpoint, it will first increase a counter (so that way on subsequent checkpoints it will continue to increase to whichever checkpoint it is[5]) Then it deactivates the trigger so that way the counter doesn’t increase multiple times, allowing the player to skip ahead. And then we have the Teleporter which teleports the player to the checkpoint on checkpoint.[checkpointnumber]
. Finally we have a property to store all this data in.
Step 2: Visual Effects
Now let’s make this look all pretty. Good part of any game design.
Grab both the flags and orient them like this:
Now get into your Green Flag and set it up:
Visible on Game Start [No]
Show when receiving on [deactivate.checkpoint.checkpointnumber]
Note that checkpointnumber
should be the same number that the trigger deactivates on.
Now do the Red Flag
Hide when receiving on [deactivate.checkpoint.checkpointnumber]
If you would like for the final touch you can add a Notification! And what’s and '83 guide without a little bit of blockcode :> Let’s open the block menu on our notification and create a new block when receiving on deactivate.checkpoint.checkpointnumber
.
Now throw this blockcode in:
And let’s run around back into the settings for this notification
Notification Type [Info]
Notification Duration [5]
Send Notification to [Everyone]
Perfect!
–
Explanation: When the player triggers the checkpoint, it will shift the flags like this:
So the player can see that this checkpoint has been triggered. It also will send a notification that changes depending on who did it. If I ('83) trigger checkpoint 1, it will look like this:
Wow guys! I didn’t know you had attention spans long enough to read to this part of the guide! Here have a chocolate penguin:
Pseudo-Respawning
Now for the fun part! Well depends on what you find fun. Let’s get a move on then:
Devices
- 2x Triggers
- 1x Camera Point
- 1x Camera View
- 1x Barrier
- 1x Pop-Up
- 1x Laser
Step 1: Viciously Executing Knocking out the Player
This is the easiest step so I know most of you will struggle with this, and yes you use WASD to move in GKC.
Place down a Laser
Damage [0]
When player hit transmit on [respawn]
–
Explanation: See we wait patiently stalking the gim before we pounce. We place down a laser that deals 0 damage and we wait before launching out with a channel that broadcasts on respawn
.
Step 2: The Respawn Screen
So as well all know in Gimkit when you get KOed you will move to a loading Respawn screen like this:
Now replicating this is easy!
Simply grab a Camera View, shrink it down as small as possible, add a Camera Point in the middle.
Activate point when receiving on [respawn]
Deactivate when receiving on [revived]
Now you should have something like this:
Get the Barrier and make it 1.00 Alpha and Black and then cover the above device concoction completely.
Note the Barrier’s Alpha is set to 1.00 for me, I just took this screenshot while moving it to demonstrate.
Okay now we have to add the text that appears! Personally I went with a Pop-Up.
Header Text [Respawning...]
Open Pop-Up when receiving on [respawn]
Pop-Up Style [Banner]
Font [Roboto]
Color [Black]
Close Pop-Up when receiving on [revived]
Closable By Player [No]
Finally! Now we have to add the final touch! Closing this whole mess.
Let’s simply grab a Trigger
When triggered transmit on [revived]
Trigger when receiving on [respawn]
Trigger Delay [3]
Trigger By Player Collision [No]
Visible In Game [No]
–
Explanation: When the player hits a laser or gets “KOed” in any sort of any, it will lock their camera onto a black screen and use a pop-up to show the text “Respawning…” like this:
Then after 3 seconds, their camera will unlock and the pop-up will disappear. Right now there are only 2 flaws. 1: The Player can move around while “respawning”; 2: It doesn’t actually bring The Player back to the last checkpoint.
Step 3: Fixing the Flaws
So let’s get a Trigger to fix the doesn’t actually respawn flaw
Trigger when receiving on [respawn]
Trigger Delay [1]
Trigger By Player Collision [No]
Visible In Game [No]
Now go add some blockcode into this trigger:
Get the first Speed Modifier
Configured Speed [0.00]
Set player to configured speed when receiving on [respawn]
Now get the second Speed Modifier
Configured Speed [1.00]
Set player to configured speed when receiving on [revived]
Now that should fix the problem with the player being able to move while “respawning”
–
Explanation: When the player is respawning, it will teleport them back to the last checkpoint, we give this a 1 second delay so that it teleports them while the black respawn screen is up so they don’t see themselves teleport. We all remove their ability to use their little leggies so that way they can’t just run around while respawning.
Conclusion
Well that’s all! Now you can add this into your game so that way when the player gets KOed the lag doesn’t spike! I had fun writing this and if you have any suggestions let me know :P
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