The simple way to make changing backgrounds [1/5 or đźź©]

Wall Jumps

If you want to create a changing background in gimkit creative, then you came to the right place!
There is a really simple way to do this… no code, no wires, no properties!

All you will need is 1 lifecycle, and as many triggers as you want!

1. Setting up the lifecycle

First, we are going to need a lifecycle device. You can find this in the devices menu.

After, you add this into your game, click on it. Change the When event occurs, transmit on to “Frame 1”.

2. Setting up the triggers

Great!

We will now need a trigger device. You can again find this on the devices menu.

Click on the trigger, and set When triggered, transmit on to “Frame 2”, set Trigger when receiving on to “Frame 1”, set the Trigger Delay to the amount of time you want each frame/color to last (we will use 0.5 in this guide), and set Visible In-Game to “No”.

Now, go to the Configuration tab, and set Trigger By Player Collision to “No”.

Nice!
We finished the first trigger!

Now, we can copy the trigger. Hover over the trigger and press “c” to copy it. You can also create another trigger the exact same as the first one if you can’t copy it.

For each copy, the only things you need to change are the When triggered, transmit on and the Trigger when receiving on. We will only use two triggers in this guide, but you can add more if you want!

For our second trigger, we can set the When triggered, transmit on to “Frame 1” and Trigger when receiving on to “Frame 2”.

Creating more triggers

To create more triggers to have more frames, you will need to make more copies.

Set the When triggered, transmit on for the first copy to “Frame 2”, the next one will be “Frame 3”, and if there is 3 triggers, the third one and last one would say “Frame 1” (otherwise it would be “Frame 4”, and so on, until the last one, which will be “Frame 1”).

Set the Trigger when receiving on to “Frame 1” for the first one, the next one will be “Frame 2”, and if there is 3 triggers, the third one would say “Frame 3”, and so on.

3. Using the events

Now, lets use these to make something appear/disappear.

First, lets add a barrier device, which can also be found in the devices tab.

Click on the barrier, go to the Availability tab, set Activate when receiving on to “Frame 1”, and Deactivate when receiving on to “Frame 2”.

This should make it so that it appears on frame 1, and disappears on frame 2. When you start the game, the barrier should turn on and off.
Barrier

To do this for lasers, add a laser, go to the Channels tab, and set Activate when receiving on to “Frame 1”, and Deactivate when receiving on to “Frame 2”.

To do this for props, add a prop, go to Availability tab, set Show prop when receiving on to “Frame 1”, and Hide prop when receiving on to “Frame 2”.

Now that you got the basics, these are some things you can do with it:

Color-changing background

I will use 6 triggers, so there can be 6 different frames for the background. Also, the trigger delay will be set to 0.2 to make it change colors faster.

Now, create 6 barriers, and turn off their collision so they can be a background. Choose 6 different colors for each of the barriers, and set the frames they appear and disappear on.

To align them, we can go to the options (gear button on the bottom left of your screen), go to editing options, and set grid snap to 32.

Now, stack them all on top of each other, and we should have a color-changing background.
Color-changing background

Beat blocks

You can also make beat blocks (platforms that appear and disappear) using this.

I will use 2 triggers, so there will be one for red platforms, and one for blue platforms. Also, the trigger delay will be set to 2 so you have time to jump.

Now, create 2 barriers, one red and one blue. Make the red one appear on frame 1 and disappear on frame 2, and the blue one should appear on frame 2 and disappear on frame 1.
Beat Blocks

You can also do this with lasers.
Beat Blocks + Lasers

Animations

Animations let you make it look like something is moving in your game!

For this animation, it will be an animation on how to slope jump. I will use 12 triggers, so there can be 12 different frames. Also, the trigger delay will be set to 0.1 to make it look like its moving.

First, create all of the frames of your animation. For example, these show where the player is in the slope jump (the player is a circle bc im too lazy to make a shape for it lol).

Now, set up the frames that they appear and disappear. Each frame of your animation should appear after the previous one, and disappear after the next frame appears.

When you finish, it should look something like this:
Slope jump animation

There are many other things you can do with it as well!

10 Likes

Great Guide!

I love the formatting, instructions and the GIF :glowing_star:

It’s a dupe, but done differently.

This one uses triggers while the other uses wire repeaters. I also feel like this one is a little simpler with a bunch of context along with the images, and has more effort put into the guide.

5 Likes

Epilepsy warning ha…

1 Like

Isn’t this like my guide but a little different?

1 Like

I’d recommend making a poll to let people vote instead of not doing a poll at all.

3 Likes

Don’t attack this guide just because it’s already been made before.

It’s done differently, therefore it’s different. I see no reason this guide shouldn’t stay.

1 Like

i wast stumbling thru old thingies and BUMPed into this super duper cool guide!

its much goodr…

1 Like