Replies: 3 comments 18 replies
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First off, I would recommend perhaps putting these under the same script and node. I'd do this because of the small amount of diffs available in both scripts. You can add the ability to use both functionalities by using an Afterwards, are you having issues with implementing time attack into each zone? I would probably not use separate scenes for this specifically to reduce file size, and instead include a check for checking whether or not time attack is active in the level code, and change certain objects and events to be those exclusive to Time Attack. I believe there was a discussion in this repository for adding time travel mechanics with a similar functionality, just at a larger focus. |
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What about the HUD Script how would I check if where not in time attack it will allow the timer to start |
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Same situation as the last thread I closed. Time Attack varies so much from game to game that this is a stupid question with no answer. What are you even after here? How to make the time attack menu? How to change attributes of how the game is played to suit time attack (immediately things like disabling act bosses and changing checkpoint behavior to just post your relative best time to reach the checkpoint rather than resetting your restart position come to mind)? How to save the time that it took to complete an act to some kind of persistent storage? Perhaps just how to make what is effectively a level select menu that just plays one act before returning even. There is no end to what needs to be considered for making a time attack mode. This isn't a question. You might as well be asking "How do I godot?" |
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I need help making a time attack mode
startpost.zip
endpost.zip
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