Elevator Tracks
From General Gimmicks
What are elevators?
Elevators are tiles that move with the level up and down when they are hit. A good example of this gimmick being played is on the official world XT, where the colored tiles represent the elevators going up.
How to create an elevator tile?
Elevator tiles have no limitation to the kind of angle we insert to allow this gimmick to be consistent. For this example, we only use U-turns representing 360º angle tiles or 2 beats.
Starting on, we create the track, taking into consideration which tiles will be moving up or down, moving the next ones on the track, higher or lower of the original position with the Position Track Event
After setting all tracks to their position, let's follow the style, so we can better represent our elevator tiles
Using a Set Track Color Event, color the tiles to use as the elevator. Color is up to your level theme and preference. Make sure to do the same on the tiles you don't want to return to the track's original color.
There are other ways to color tracks during gameplay, however, they involve angle offset, so they are harder to set up. Feel free to explore alternative ways while experimenting with the editor!
The track is now fully prepared to start the elevator tiles
On the U-turn tiles, add a Move Track Event that only affects itself (Start tile & End tile = 0), next follow that up with a duration under the tile beat (in this case, U-turn take 2 beats, so we can use 1 beat as the duration of the elevator), and set the new position to be the same height as the following track, as set when using the Position Track Events
Do this for every tile you want to create the elevator gimmick at
Congratulations, you have now a level with elevator tiles on it!
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