Delay after Level Won (Event Observer)

Discussion in 'How Can I...?' started by fredsimma, Jun 11, 2016.

  1. fredsimma

    fredsimma Boxer

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    Hi *,

    I've been working on a "Stage Clear"-type of game where the player needs to collect a number of coins to proceed to the next world. I'm using the event observer in my UI to check when all coins are collected (Event Type = Session Points) and then connect it to a "Level Completed" UI screen.
    This works fine, but the "Level Completed" screen appears immediately when the player has collected the last coin. Would it be possible to add a delay (similar to the Game Over Delay) and/or animation (like the Character Defeated Animation), so the transition is smoother and less abrupt?

    Thanks for your input in advance!
    Fred
     
  2. Andy

    Andy Miniboss Boxer

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    In the UI editor you should be able to setup a "close" transition. You have 3 events: open, idle, close. Open plays when a UI is loaded, Idle loops while the UI is active, Close plays before the UI disappears. In the very simplest for you could set close to 60 frames for about a 2 second delay.

    Screenshot 2016-06-11 20.47.10.png
     
    itzonator and nyamuk91 like this.
  3. fredsimma

    fredsimma Boxer

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    Thanks Andy for the quick response!

    I tried your suggestion - specifically: adding a 60-frame Close transition for my World UI, in which I defined a dummy movement of the Event Observer itself. But unfortunately the "Level Completed" screen is still displayed immediately when the last coin is collected.

    Screen Shot 2016-06-11 at 9.33.11 PM.png Screen Shot 2016-06-11 at 9.38.53 PM.png

    Also, is there a way to achieve a "Level Completed" animation of the character once the level is finished?

    Thanks again,
    Fred
     
  4. Snow

    Snow Boxer

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    Yes I am having a problem which could be solved if the event observer/ menu jump activated the "close" animation of the UI, but THEY DON'T, they just take you straight to the next UI screen. Is that a bug?
     
  5. nyamuk91

    nyamuk91 Boxer

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    This solution works for me. However, I notice that my character can still move between their "death" and the game over screen. Any trick to avoid this?
     

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