so i made this setup so that every 0.01 seconds the pickup trigger adds 1 to the current count of id 1 and count triggers are for when the count reaches 6 it takes 6 away from the count so it goes to 6 and back down to 1 over and over. when the player taps, it removes 1 from the count. this works well but the problem is getting the right key to pulse. i made this setup to pulse the right key but its not working. need help.
#need help recreating limbo keys
6 messages · Page 1 of 1 (latest)
Use a frame loop (#1085289520691425401 message) instead of a spawn loop. Spawn loops don't usually work with such a low duration and they'll give inconsistent results if your game lags even the smallest bit
dont do 0.01 seconds on a spawn loop, as that causes mobile devices to break them. Instead, I recommend a minimum of 0.03, or alternatively have collision looping or frame looping. Frame looping is the fastest, but varies on the frame rate ( 1 sec / fps)
if you want to recreate the limbo key, I suggest having a randomizer. Theres two ways to go about doing this. Either use shake randomness, or psuedo-randomness
shake random relies on the shake trigger on a dual gamemode to affect the bottom icon's physics. This can be used to make a random detection, therefore making use of binary out of it and then convert it back to decimal. Youll then have a pregenerated random seed for your limbo key
Psuedo randomness just refers to a bunch of unpredictable patterns to the point where we classify that as "random"