Cutscene doodad: pause input, follow actor, timer #99

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opened 2026-09-08 05:46:47 +00:00 by kirsle · 0 comments
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The Castle.level can probably use a Cutscene doodad instead of Stall Player to give the Thief a chance to advance in the level without the player interfering.

The Cutscene Doodad can be a technical doodad (square region shape) with some configurable properties:

  • Activated On (enum: player collision, ...)
  • Pause Player (boolean)
  • Follow Linked Actor (boolean)
  • Timer (number of milliseconds to hold)

On the Castle level it could be configured so when the player touches it, their input is paused and the camera follows the linked actor (the Thief) for Timer milliseconds (long enough to ensure the Thief makes it to her destination), before releasing control to the player again.

The Castle.level can probably use a Cutscene doodad instead of Stall Player to give the Thief a chance to advance in the level without the player interfering. The Cutscene Doodad can be a technical doodad (square region shape) with some configurable properties: * Activated On (enum: player collision, ...) * Pause Player (boolean) * Follow Linked Actor (boolean) * Timer (number of milliseconds to hold) On the Castle level it could be configured so when the player touches it, their input is paused and the camera follows the linked actor (the Thief) for Timer milliseconds (long enough to ensure the Thief makes it to her destination), before releasing control to the player again.
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SketchyMaze/doodle#99
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