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Help with elevator

Discussion in 'Level Creation Help' started by OnstageU, Jul 11, 2016.

  1. OnstageU

    OnstageU New Member

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    Jul 11, 2016
    Hi everyone, I have some trouble with making an elevator because I want it to work by itself but the velocity of the slider is too fast for the purpose I want to, I'm trying to find a way that works like an automatic mechanism that let the elevator go down or up every few times and stop it a larger time, the ideas I've been thinking is making some kind of a pillar made by little roulettes that only have one space where the slider can pass through but that would mean a lot of space for the map I have in mind so I need some help with that.

    Greetings from Mexico :D

    Pd: I don't know if there are already a level where my problem is solved (there are too many created levels that I don't really have played all), if anyone have seen it, please let me know where it is, thanks again :D
     
    Last edited: Jul 11, 2016
  2. ZachMan

    ZachMan New Member

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    Have you considered a Ferris Wheel? http://mekoramaforum.com/media/mekorama.2829/ has a one that worked well. You can make the speed faster or slower based on the length of the arms. If you are ok with the player having control over the elevator, you can use a pushable that does not start touching the elevator (metal fuses together). This way they can hold the elevator at various points.
     
  3. explorer

    explorer Active Member

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    Here's a simple mechanism.

    image.jpg

    It's best, and smoother, to have the lengths of the interfacing parts be sufficient that the are always tangential to each other in the first stage.

    You can add another, slightly more eccentric cam to interfere with the last, non-elevator slider.

    This kind of motion interruption idea also makes it easier to design levels where B has to get to halfway across a spinning rod, but no further, to prevent being flung off when it does another partial rotation. Giving B enough time to get almost to the other side encourages the player to aim for speed ("I almost made it that time!") instead of exploring a more prudent course of waiting.

    Sorry for the necrobump, but I thought it would be good to have this idea demonstrated.
     
    Last edited: Oct 2, 2016
    nGord likes this.

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