SHMUP Creator Button Logic Tutorial | How to create player Interactive text when pushing buttons.
https://www.youtube.com/playlist?list=PLzCozj1XI6gaANtlwau-zJr8h3BKFcZ5Z
Transcript:
SC_ButtonTutorial
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DrBosskey: [00:00:00] Good morning. Welcome back. It is I, DrBossKey thanks everybody for checking out the channel and, encouraging the tutorial videos and having such a good time playing the DrBosskey shoot 'em up. We're having some amazing, fantastic passion project times and it's been a delight to share with everyone.
The SHMUP Creator devs released a new gameplay function and that gameplay function is called the button trigger. With the button trigger, I thought what could we do to play alarm with it? Cuz I hadn't used it yet. It was originally designed to give you the ability to essentially skip cut scenes or to skip parts of cutscene logic So then you could like end levels quickly and do things like that, which is great. Awesome. That's super cool stuff.
What I thought though, what would be fun is using the button trigger. To basically create a version of player interactive discovery . So here we are with the over world for us, and if I hold down the button any of the buttons, It basically allows us to give you the ability to give players text to understand what's going [00:01:00] on with the buttons they're pressing
so if I tap the button, it comes up quickly, it may be a little too fast, but if you press and hold, it stays up longer because the logic itself stops when you take your finger off the button and starts when you hold a button. You can always tweak these things. So how did we do this? So basically let's go in here so we look closer.
We have one trigger in this trigger. Technically it could be the size of the world. Totally fine. This is just me pulling things together and, as the player is inside this trigger volume, they then have the ability to activate this this trigger logic. Coming back here cause we're in the run time.
Oh, there we go. There we go. We have this large trigger. The trigger here is a player goes into the zone. You can make it any size you want in this case. Then this trigger itself, since I moved it now connects to each of these pieces. I'm going to move this , it's a little bit more organized.
All right. And so the next thing that we have here is we have the new button property. We have it switch mode. So the trigger [00:02:00] can be switched on and off several times. You could do it as a one shot, but the thing is that good design generally allows players that are exploring things to re-explore those things unless they're finite.
So basically what that means is that if we only set up for one shot and a player who isn't reading the text that comes from pressing the button, they would want to see that again. And they would get frustrated if they couldn't see that again. So button logic there that goes into that. And then here is just the text object that we use.
We put it in switch mode, so then that also supports being able to be turned on and off. I set the duration to just 1.5 seconds. In this case, we use text and here's our text here. And then a little bit of color we gave to the text. So it's a little bit of an easier color to look at against. These basically here we have these clouds and it's a little bit brighter background, so I want to make sure you could actually see it's with a color on top that works fairly okay on top of other colors.
Here with the player in the zone logic. So then we just basically replicate each of the buttons , here are the button inputs. where Each of the buttons mapped? Eventually we're getting new buttons mapped to the ability to press [00:03:00] more buttons on a controller.
Works with a keyboard as well. And then maybe just for people that are watching for the first time, if you go into preferences, You go into the controls option here. So you have the ability to set all of your controls. So when people are trying to discover keyboard inputs you can then, can map these.
So both the buttons on the controller and then the buttons for the keyboard itself or vice versa. Okay. I think that's it. One little thing I wanted to test while we're here because I haven't checked. Is what is it like when you go from inside and outside of the trigger? Oh, that's cool.
That's silk smooth. So if you're holding the button down and you go into the volume, it automatically starts super smart. Oh, do this. Oh, interesting.
Interesting. Huh. So now I'm outside of the trigger volume and I can still press all of the buttons.[00:04:00]
Okay. That's interesting. So let's take a look at that. So a player goes into the zone? Yeah. Oh, that's because I said it. To stays active. Let's try switch mode. Okay. In the zone we go. So that starts coming out of the zone. Oh, interesting. Huh. Okay. So that switch mode player goes into the.
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