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Name of gadget | Doorway |
Section | Gameplay Gear |
Number of Tweak pages | 3 |
Author | LadylexUK, QuietlyWrong |
Last updated | 6 Jun 2019 [EA v1.03] |
Description
This gadget creates links between levels or ends the game. You can add it to physical doorways so the player triggers the link when they walk through it or it can activate with a signal with no obvious doorway at all. The links are not made within the gadget itself, and can only be activated when you put the Scene (level) into a Dream. When you create a doorway in a Scene and then place that Scene in a Dream that doorway is indicated on the Scene bubble and you can wire it to another Scene. It can also be used as an activator for an action within the scene – such as a cut scene.
Example Tutorial (adapted from Media Molecule)
- Stamp a doorway
- Stamp a trigger zone
- Stamp a puppet
- Connect the detected output of the trigger zone to the power port of the doorway
- Go into play mode
- Possess the puppet
- Walk into the trigger zone. The game will end.
- Experiment with the wipe effects to see how different that end can look.
Tweak Menus
Click on arrows to reveal
Tweak Menu 1: Properties & Output
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- Menu page indicator
- Doorway Type
- Entrance
- Exit (default)
- Both (Two way door)
- Doorway Activated
This outputs a signal when the door has been activated (not available for exit doorways). - Power
This is where you turn the gadget on/off (not available for entrance doorways).
Tweak Menu 2: Wipe Effects
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- Menu page indicator
- Wipe style
Choose the shape of the wipe (that is the transition effect between scenes or levels)- Bokeh – the screen dissolves into random coloured circles of different sizes, resembling dozens of out-of-focus highlights.
- Dissolve – a more conventional, uniform fade effect.
- Linear – the screen ‘wipes’ from one side to the other; the direction depends on tweaks 6 & 7.
- Hole – a circle contracts from the edges of the screen down to a point (use either tweaks 6 & 7 or 8 to specify the centre of the circle).
- Circular – a circle expands outwards from a point until it fills the screen from edge to edge (use either tweaks 6 & 7 or 8 to specify the centre of the circle).
- Wipe Colour
The default of the wipe is black, but you can colour it here. - Glow
Set the wipe colour’s “glow” (doesn’t apply to Bokeh or Dissolve options). - Softness
Set the softness of the wipe effect. - X Position / Direction
- Y Position / Direction
Together the X Position and Y Position are used to set either the direction of the wipe (for a Linear Wipe) or the co-ordinates on which it is centred (Hole and Circular Wipes). The handle on the box between them allows them to be tweaked at the same time. - Track Object
For Hole and Circular Wipes, you can use this tweak to connect to an object in the Scene, which forces the wipe to centre on that object, if it is on screen. You might typically use this to centre the wipe on the player character or the doorway – see for example the ending of the mini-game ‘Please Hug Me’, which centres on the player to reinforce the sense of a lonely ending. - Fade-In Time
The speed of the wipe animation as it transitions in. - Fade-Out Time
The speed of the wipe animation as it transitions out. - Power
This is where you turn the gadget on/off (not available for entrance doorways).
Tweak Menu 3: Checkpoints
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- Menu page indicator
- Checkpoint Mode
If a Doorway is used as an Entrance (or a two-way door, naturally) then the player will spawn from that point as they first enter a Scene. Use this tweak to either read whether the doorway is behaving as the currently active checkpoint or to set it to act as such. - Just Spawned
This output provides a signal pulse at the point that the player spawns from the doorway (whether because they have just entered the Scene or respawned having “died” with this as the active checkpoint). Use it to trigger any effects you want to associate with spawning, such as a cheery sound effect or light show. - Power
This is where you turn the gadget on/off (not available for entrance doorways).
Lex Tips
It is a good idea to name your doorways with unique names so that when you place your level in a Dream you can easily work out which doorway you should wire to which level. So for example in a hub level that takes you to different scenes you could label your doorways as scene 1, scene 2, scene 3 etc. (though you should ideally use more descriptive names).
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