How to make a character select screen
This is a bit of a weird one. I am needing to make a character select screen. A way to pick how many players, 2-4. Everyone would be using one controller as it is turn based.
This link is to a mess of info in case you wanna read a bunch of nonsense that's pretty well figure out by now about the game and how it will work for reference. Warning: It's a lot of reading.
I have no idea where to start with this. I thought about making different scenes for 2 players, 3, and 4 but then I couldnt control which puppets were there just the amount. I am figuring it's something to do with persistent variables but I haven't used them yet.
Figure I'd get some input b4 I attempt this :-/
Then I would need as many controllers as players instead of passing the controller.
Or everytime the controller was passed you'd have to manually possess the puppet.
The changing of characters does work so far though.
Easiest way of doing this is to simply leave them as possessable, and let the players choose by using R2 on a character with their imp to possess as normal.
Hmmmmm. Never thought of that. Good idea. Thanks. :-)
So If there were 4 players I would need to disable controls to the other three for every character that would be selected.
Could use keyframes maybe in the place of the wireless transmitters and a switch in the puppets but keep the same setup.
Then I'd need to find a way for it to move over to the next player.
Would enabling the controls automatically make the camera go behind the next player like force possess does?
I feel like I'm over complicating things by wanting people to be able to choose what character they play as and in what position.
Here's a tutorial where I make a little timeline to do something right at the start and never again: https://youtu.be/VXNk4rUzxmI?t=492
You could use a little timeline to just check if it should be destroyed right at the start or something. Or tweak how you do the turn-based stuff.
I'd recommend avoiding possessing/de-possessing or powering-on/off the controller sensor. Instead, use a switch wired into "disable controls." Same effect, but a lot less likely to cause weird bugs and problems. And it would allow you to use "possessed" easier.
Sorry for multiple comments, it won't let me add more than one picture for some reason.
This is my change character when u get a trivia question wrong logic.
Hmmmmm. Very Interesting. That has got me thinking. So if I name the controller sensor it would only destroy the ones not picked.
Then people could pick whatever one they wanted and it'd jus destroy the others.
It would still be in the order the puppets are in though because of how I got my character selector set up in the game.
Only thing I'm not sure of with this way is if since only one puppet is possessed at a time in this game because it is turn based would it destroy all the other puppets besides player one which is possessed first?
If a possessed controller sensor (eg. a puppet) is named and has the same name as a controller sensor gadget in the next scene, then that controller will be auto-possessed in the new scene.
A controller sensor also has a "possessed" output which sends a signal while it's possessed. So in the target scene, in the characters add a NOT gate, put the possessed output through it, and from the NOT gate into a destroyer.
Now the players can possess characters in the first scene, and when they get to the second scene the characters that weren't chosen will destroy themselves.
Does that help?