I would like to propose 4 functions to be made to be added.
Camera Triggers
Camera triggers are nice. But we need them in SPWN! so... Here we are!
- Guide: based of the :CameraKick() or :CameraGuide() function, it creates a camera guide trigger inside geometry dash, to make a guide, you need to add the 2 functions i mentioned earlier, or use guide() if you're lazy. Then, place the amount of pixels in the format of 00000,00000, the first value is the height, while the second value in the other hand, is the length. Which is the X & Y offset for the guide trigger. Then there's the pixel size, where it's like in the format of 0000:0000, those 2 mark image sizes, which will be set as the size for the guide trigger. And place on the 2 ( symbols, and it will work! At least.
- Static: static triggers are also Functions, which goes from the text of .static, where adding hex codes or controlled information in those .statics, it will set the options for the statics.
- Zoom: zoom camera triggers are seperate variables, meaning they can be placed in .statics as zoom words. Which adds the zoom trigger. To adjust the zoom trigger, you need to enter 5 separate numbers (000 up to 090 for zoom value, 0 up to 8.556 for the zoom time, 5 up to 10 to set touch trigger or not, 0 up to 4 for anything else, and 0e0 up to 80e47 for easing.) then once the code is run, it will encrypt all zoom variables, and place as triggers in random positions.
- Offsets: offsets are .offset functions for everything else. For example, if we spin the camera to -180 degrees, we place .offset and then a -180 number with deg on the end. This works for every camera trigger also!
Shader Triggers
Shader triggers are way different. First of all, you place the shader() function, and the two ( will be inside which is GLSL or HLSL code, then once it's run, it looks like a shader trigger, but it's actually shader code. It's easy for cheaters to trick people.
Color editing
Color editing is basically placing the .color function and then adding two ( inside to be a HSV value, which looks like color triggers in geometry dash, but it edits a color! This was the way players edited colors long before the color edit trigger.
RGBA Values
RGBA values are the same thing as colors, just different. First, there's a RGBA value, then in geometry dash, it's actually a HSV value that matches the RGBA value. This is a method where players implement RGBA colors in their levels, and it's coming to spwn.
Now, that's all it. If you want how it will work and how it will be implemented, comment or reply below.
Work Users:
Trigger Coding: @Spu7Nix
Trigger Syntax Coding: @Spu7Nix
Trigger Framework Implementation: @Spu7Nix
Additional Work: @Spu7Nix
Original idea by: @Cgun-art
I would like to propose 4 functions to be made to be added.
Camera Triggers
Camera triggers are nice. But we need them in SPWN! so... Here we are!
Shader Triggers
Shader triggers are way different. First of all, you place the shader() function, and the two ( will be inside which is GLSL or HLSL code, then once it's run, it looks like a shader trigger, but it's actually shader code. It's easy for cheaters to trick people.
Color editing
Color editing is basically placing the .color function and then adding two ( inside to be a HSV value, which looks like color triggers in geometry dash, but it edits a color! This was the way players edited colors long before the color edit trigger.
RGBA Values
RGBA values are the same thing as colors, just different. First, there's a RGBA value, then in geometry dash, it's actually a HSV value that matches the RGBA value. This is a method where players implement RGBA colors in their levels, and it's coming to spwn.
Now, that's all it. If you want how it will work and how it will be implemented, comment or reply below.
Work Users:
Trigger Coding: @Spu7Nix
Trigger Syntax Coding: @Spu7Nix
Trigger Framework Implementation: @Spu7Nix
Additional Work: @Spu7Nix
Original idea by: @Cgun-art