Tutorial-Blog Eventing a Push/Pull System

Xelion

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That's a pretty good way of donig it! When I did boulder puzzles in my 2000/2003 projects they only had a simple push mechanic and I remember just telling the player to exit and reenter the scene if they got stuck.
 

Touchfuzzy

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That's a pretty good way of donig it! When I did boulder puzzles in my 2000/2003 projects they only had a simple push mechanic and I remember just telling the player to exit and reenter the scene if they got stuck.
I've always included a reset button of some sort even with push only puzzles.

The method that @hiddenone used to do the pulling though is pretty spiffy. Definitely will be yoinking it myself in the future.
 

hiddenone

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Having to reset puzzles over and over while testing is why I came up with the pulling part. :rswt After rolling a rock against a wall one too many times, I decided it would just be easier if I figured out a way to let players fix any mistakes they made without having to reset the entire puzzle.
 

Jennavieve

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This blog post was super helpful as a guideline. I would have had no idea how to even begin implementing a push/pull system if it wasn't for this. Thank you so much!

I used this post as a basis for understanding how a push/pull system should work but took out the scripting and used if/else clauses exclusively just because it was easier for me to wrap my head around.

Push-Pull.png

I also had no need for any of the direction fix calls so I left that out. For anybody else who struggles with scripts, this is also a functional option.
 
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Frostorm

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I wonder if I can make moving platforms w/ this method...
 

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