Scene Jumps

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Scene Jumps

Postby andwilliams » Tue Jan 19, 2010 4:33 pm

Anyone help with the following?

What I want to happen : Jump from one scene to next BUT player jumps to marker in scene jumped to. i.e Start in museum scene where introductory messages tell player why they are there and what to do - Player enters room and can transport to new scene in a graveyard, on completion of tasks within graveyard, need player to be transported back into museum, avoiding the instructions again.
I am using simple branch to jump from scene to scene, but this always brings me to start of scene. I was hoping to set a variable at end of graveyard scene such that this is interrogated by museum - thereby moving the player to a new marker within the museum and bypassing the instructions BUT the variable seems to be limited to scene level - can I make variables journey level so can be interrogated in any scene within the journey?

I appreciate I could create another Museum Scene which is a scene without instructions etc, but I also want to transport the player back to the room in the museum they started at.

Hope this makes sense and someone knows the solution!
andwilliams
 
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Re: Scene Jumps

Postby CaspianMike » Wed Jan 20, 2010 11:22 am

Hi there, journey level variables are available in thinking worlds as an option when you create the variable. the rest of your thinking is spot on, and through doing this you would be able to avoid the instructions at the beginning of the scene, in addition, by setting the variable to different values you could create a number of different routes or scene beginnings.
CaspianMike
 
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Re: Scene Jumps

Postby xbusymom » Mon Aug 27, 2012 4:42 am

Ok, so I have been able to jump to different scene within the same level, ... and the JumpTo box has a "SCENE" choice, but it doesn't have a "Scene-MARKER#" choice to allow entry/exit moves within the play-flow...

but if I set up different entry/exit points for the different scenes in /out of the main level scene "lobby" as separate scene starts - doesn't that screw up the games/collectables/points, etc. already completed?
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Re: Scene Jumps

Postby nonno » Sun Sep 16, 2012 9:45 pm

Mom,

this is a bit late - almost a month - since your last post but I add it now for those who come after us. I read your post and put my "thinking cap" on and this is how I solved the issue: I created two scenes. The first has game instructions which load when the player first launches the game. The second doesn't. I create two Journey level variables and name them for ease of identification. Something like, fromScene1 and fromScene2, so I can remember what they're for.

Then, as my player jumps from scene 1 to scene 2, I set the fromScene1 variable to '1' and test for this value at the start of scene 2 before anything else occurs. I then branch to different markers in scene 2 based on the value of the fromScene1 variable. If '1', then the player goes to marker x. If '0', the player goes to marker y. I do the same thing for jumping from scene 2 to scene 1 only this time I use the value of the fromScene2 variable to determine if the player needs to go to the instructions first. This should never be the case as the player should have started playing in scene 1 but you never know when you might encounter a bug in your programming so I test just in case.

I hope this helps.
nonno
 
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