Conditional Events Prep

From Good Practices

This practice is related to Set Conditional Events

Setting conditions for certain events to happen during the level, is a great to create diversified content for each gameplay input. Basically, we can indicate the game when and what to do in case something happens in the level according to the player's input.

Here is a good example of Conditional Events happening in the background of this level:

📝ADOFAI - XT-X Options, gameplay by Nichipe

How to set the conditions, so events can work?

Check the Event Modifiers - Set Conditional Events to properly initiate the event

Every event, which includes an Event tag setting, is available to use on the Conditional Events. For starters, let's use Set Text and Move Decoration as example

Create a text using the Decorations Tab, let's leave the text empty for now. Next, add a new decoration and use any image you would like. Before we move into the actual events, we properly tag each decoration with their unique name

Example - Text tag
Example - Image tag

Now, for our events, let's set a losing message and a decor rotation when the players lose during the level. Don't forget to add the previous tags into your events, so they work. We are also adding the Event tag to our tag, so the conditional event can find which events to use.

Example - Move Decoration prep for conditional event
Example - Set Text prep for conditional event
Example - Event tag used for all "Loss" Events

All it's needed now is to add the same event tag, into the "Loss" condition tag, since we only want these events to activate when the player loses. Rest assured, these events won't play in normal conditions when everything is set for conditional purposes.

Multiple Conditions set at the same time

Several events can be used for several conditions set at the same time, independently of what type they are. Let's use as an example several texts showing when the player input drifts from perfect using only one text decor.

Example 2 - Setting a text for when the input is Too Early / Too Late with a unique event tag
Example 2 - Setting a text for when the input is EPerfect/LPerfect with a unique event tag
Example 2 - Setting a text for when the input is Early/Late with a unique event tag
Example 2 - Setting a text for when the input is Perfect with a unique event tag

For this example, we don't want any conditions for when the player loses, so we don't need to do any changes. For now, let's fill up the event tags in their respective places.

Example 2 - Setting each event tag on their respective condition

Everything should work properly now. All the event tags were placed, and all events were set and connected to their conditions!

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