Ready to elevate your Habbo game room with a thrilling and dynamic challenge? The “Step On It” game is a fantastic choice, testing players’ speed and precision. This guide provides a detailed, step-by-step walkthrough on how to build a fully functional “Step On It” game using Habbo Wired Furni. Get ready to wire like a pro and create an engaging experience for your players!
Furni Essentials for Your Step On It Arena
Before diving into the wiring process, ensure you have these essential furni items to construct your “Step On It” game:
- Random Banzai Teleporters (x16): These are crucial for player movement and adding an element of surprise. Consider x17 if you want to incorporate a trap area for added challenge.
- Colour Tiles (x12): These tiles will be the core interactive elements of the game, requiring players to step on specific colors.
- Red, Yellow, Green, Blue, Pink Gates (x2 each): Color-coded gates to control player access and progression based on color tile interactions.
- Mouse Trap (x1): Optional, for a trap area to add an extra layer of difficulty and eliminate players (if desired).
- Counter (x1): A Football Furni Counter is recommended for tracking game progress and time.
- Additional Furni: Queue Dividers or Lobby Furni to organize players before they enter the game.
Section 1: Initial Wired Setup – Laying the Foundation
This section focuses on setting up the foundational Wired stack that manages the “colour_id” variable, essential for linking Colour Tiles and Gates.
Wired Stack Configuration (Bottom to Top):
- WIRED Trigger: User Clicks Furni: This trigger initiates the variable assignment when a furni is clicked.
- WIRED Selector: Furni In Area: This selector defines the area where Colour Tiles and Gates are located for variable assignment.
- WIRED Effect: Give Variable: This effect assigns the “colour_id” variable to the clicked furni.
- WIRED Effect: Change Variable Value: This effect increments the “colour_id” value with each click.
- WIRED Variable: Furni Variable: This is the base Wired block that defines and manages the “colour_id” variable itself.
Detailed Steps:
Step One: Configure WIRED Variable: Furni Variable
Open the WIRED Variable: Furni Variable block. Name the variable “colour_id“. Ensure “Has Value” is checked to enable value assignment and set it to “Permanent” to maintain the variable throughout the game session. Click “Ready” to save.
Step Two: Configure WIRED Trigger: User Clicks Furni
Open the WIRED Trigger: User Clicks Furni. In the advanced settings, change “Select furni source:” to “User furni from Selector“. This ensures the trigger responds to clicks on furni within the area defined by the Selector. Click “Ready“.
Step Three: Configure WIRED Selector: Furni In Area
Open the WIRED Selector: Furni In Area. Click “Select Area” and carefully highlight the rectangular area encompassing all your Colour Tiles and Gates. This area is where the variable assignment will take place. Click “Ready” after selecting the area.
Step Four: Configure WIRED Effect: Give Variable
Open the WIRED Effect: Give Variable. Under “Choose variable:“, select the chair icon to access furni variables. From the dropdown menu, choose “Colour Id” (the variable you created). This assigns the “colour_id” variable to the furni clicked within the selected area. Click “Ready“.
Step Five: Configure WIRED Effect: Change Variable Value
Open the WIRED Effect: Change Variable Value. Under “Choose variable:“, again select the chair icon and choose “Colour Id“. For “Operation“, select “Add“. In “Reference value“, choose “Set value” and enter “1“. This crucial step increments the “colour_id” value by 1 each time a furni is clicked, allowing you to assign unique IDs to each tile and gate. Click “Ready“.
Step Six: Assigning Colour IDs to Tiles and Gates
With the initial Wired stack configured, you can now assign unique “colour_id” values to each Colour Tile and Gate. Simply click on each Colour Tile and its corresponding Gate in turn. Each click will increment the “colour_id” variable associated with that specific furni. Continue clicking until you have assigned matching variable IDs to each Colour Tile and its respective Gate. For example, the first Red Tile and Red Gate pair might be assigned ‘1’, the second pair ‘2’, and so on.
Tip: To visualize the assigned “colour_id” variables, type :wf in-game to open the Wired Creator Tools. Navigate to the variable highlighting screen (usually found under Variable pickers), select “Colour Id“, and click “Highlight holders“. This will visually display the assigned IDs on your furni.
Once you have assigned all the “colour_id” variables, you can pick up the entire initial Wired stack, leaving only the WIRED Variable: Furni Variable block in place. This block is essential for storing and managing the “colour_id” variable throughout the game.
Section 2: Tiles and Gates Logic – Making the Game Interactive
This section focuses on creating the Wired stacks that control the interaction between Colour Tiles and Gates, forming the core gameplay loop. We’ll create two Wired stacks for this section.
Wired Stack 1: Tile Activation (Bottom to Top)
- WIRED Trigger: User Walks On Furni: Triggers when a player steps on a Colour Tile.
- WIRED Selector: Furni By Type: Selects Colour Tiles as the triggering furni type.
- WIRED EFFECT: Execute Wired Stacks: Activates the second Wired stack (Gate Control) when a tile is stepped on.
Wired Stack 2: Gate Control (Bottom to Top)
- WIRED Selector: Furni With Variable: Selects furni based on matching “colour_id” variables.
- WIRED Selector: Furni In Area: Defines the area containing the Colour Gates.
- WIRED Effect: Toggle Furni State: Opens or closes the Gates based on variable matching.
Detailed Steps:
Step One: Configure WIRED Trigger: User Walks On Furni (Stack 1)
Open the WIRED Trigger: User Walks On Furni block from the first stack. In the advanced settings, set “Select furni source” to “User furni from Selector“. This ensures the trigger activates only when a player steps on a furni selected by the Furni By Type selector in the next step. Click “Ready“.
Step Two: Configure WIRED Selector: Furni By Type (Stack 1)
Open the WIRED Selector: Furni By Type block. Select any Colour Tile from your “Step On It” game area as the furni type. This selector will identify all Colour Tiles in the game. Click “Ready“.
Step Three: Configure WIRED Effect: Execute Wired Stacks (Stack 1)
Open the WIRED Effect: Execute Wired Stacks block. Select the bottom Selector (Furni With Variable) from your second stack (Gate Control stack). This links the tile activation to the gate control logic. Click “Ready“.
Step Four: Configure WIRED Selector: Furni With Variable (Stack 2)
Open the WIRED Selector: Furni With Variable block from the second stack. In the “Choose variable” dropdown, select “Colour Id“. Tick the “Select by value” box. Ensure “Choose Type:” is set to “=” (equals). For “Reference value“, choose “From Variable” and select the chair icon, then choose “Colour Id” from the dropdown. This selector dynamically identifies Gates with a “colour_id” that matches the “colour_id” of the tile stepped on. Click “Ready“.
Step Five: Configure WIRED Selector: Furni In Area (Stack 2)
Open the WIRED Selector: Furni In Area block. Click “Select Area” and highlight the area containing all of your Colour Gates. Critically, ensure “Filter existing selection” is ticked. This refines the selection to only include Gates within this area that also match the variable criteria from the previous selector (Furni With Variable). Click “Ready“.
Step Six: Configure WIRED Effect: Toggle Furni State (Stack 2)
Open the WIRED Effect: Toggle Furni State block. Under “Select furni source:“, set it to “Use furni from Selector“. This ensures the Toggle Furni State effect acts upon the Gates selected by the Furni In Area selector, opening and closing them as players progress. Click “Ready“.
Section 3: Queue and Entrance System – Managing Player Entry
This section details the Wired setup for your game’s entrance, controlling player flow and initiating the game sequence.
Wired Stack (Bottom to Top):
- WIRED Trigger: User Walks On Furni: Triggered when a player steps on the entrance gate.
- WIRED Effect: Match Furni to Position & State: Ensures the entrance gate is closed initially.
- WIRED Effect: Move User to Furni: Moves the player into the game start position.
- WIRED Effect: Control counter: Starts the game counter.
- WIRED Add-on: Cancel Move Animation: Removes the movement animation for instant entry.
Detailed Steps:
Step One: Configure WIRED Trigger: User Walks On Furni
Open the WIRED Trigger: User Walks On Furni block. Select the entrance gate that players will step on to enter the game queue or play area. Click “Ready“.
Step Two: Configure WIRED Effect: Match Furni to Position & State
Open the WIRED Effect: Match Furni to Position & State block. Select your entrance gate, ensuring it is in the closed position. Tick the “Current furni state” box. This ensures the gate is initially closed, preventing players from bypassing the queue. Click “Ready“.
Step Three: Configure WIRED Effect: Move User to Furni
Open the WIRED Effect: Move User to Furni block. Select the furni where you want players to be positioned when they start the game (the starting point within the “Step On It” area). Tick “Stop walking” to prevent unintended movement after teleportation. Click “Ready“.
Step Four: Configure Wired Effect: Control counter
Open the Wired Effect: Control counter block. Select the counter you are using for the game (e.g., Football Counter). Ensure “Start” is selected to initiate the game timer. Set a “Delay Effect for 0.5 seconds” to give players a brief moment to prepare before the game begins. Adjust the delay or set to 0.0 for no delay. Click “Ready“.
Step Five: Add WIRED Add-on: Cancel Movement Animation
Place the WIRED Add-on: Cancel Movement Animation block on top of this stack. This add-on provides a smoother, instant entry into the game area by eliminating the walking animation caused by the Move User to Furni effect.
Section 4: Leaderboard and Win Condition – Rewarding Success
This section focuses on setting up the Wired logic for handling game wins, awarding points, and managing leaderboards.
Wired Stack (Bottom to Top):
- WIRED Trigger: User Walks On Furni: Triggered when a player reaches the winning tile.
- WIRED Effect: Move User to Furni: Moves the winning player to a designated win area.
- WIRED Effect: Join team: Adds the player to a team (optional, for team-based scoring).
- WIRED Effect: Give Points: Awards points to the winning player.
- WIRED Effect: Control counter: Resets the game counter for the next round.
- WIRED Effect: Leave Team: Removes the player from the team (if team-based scoring is used).
- WIRED Add-on: Cancel Move Animation: Removes movement animation for a cleaner win transition.
- Highscore Board: (Furni setup, not Wired) Implement a Highscore board (Alltime/Weekly/Daily) to track player wins.
Detailed Steps:
Step One: Configure WIRED Trigger: User Walks On Furni
Open the WIRED Trigger: User Walks On Furni block. Select the furni that signifies the win condition for the player (the designated winning tile). Click “Ready“.
Step Two: Configure WIRED Effect: Move User to Furni
Open the WIRED Effect: Move User to Furni block. Select the furni where you want to move the player upon winning the game (e.g., a victory platform or leaderboard area). Click “Ready“.
Step Three: Configure WIRED Effect: Join Team
Open the WIRED Effect: Join Team block. Set a “0.5-second delay” to allow other effects to process before team assignment. Click “Ready“. (This step is optional and relevant if you are using team-based scoring or leaderboards).
Step Four: Configure WIRED Effect: Give Points
Open the WIRED Effect: Give Points block. Set a “0.5-second delay“. Click “Ready“. Configure the points awarded based on your game’s scoring system.
Step Five: Configure Wired Effect: Control counter
Open the Wired Effect: Control counter block. Select your game counter. Ensure “Reset” is selected to reset the timer for the next game round. Set a “0.5-second delay“. Click “Ready“.
Step Six: Configure WIRED Effect: Leave Team
Open the WIRED Effect: Leave Team block. Set a “0.5-second delay“. Click “Ready“. (This step is optional and corresponds to the Join Team effect if used).
Step Seven: Add WIRED Add-on: Cancel Movement Animation
Place the WIRED Add-on: Cancel Movement Animation on top of this stack for a smoother transition to the win area.
Section 5: Game End and Loss Condition – Handling Game Overs
This final section covers the Wired setup for managing game overs and player losses, resetting the game, and preparing for the next round.
Wired Stack (Bottom to Top):
- WIRED Trigger: Game Ends: Triggered when the game counter reaches zero.
- WIRED Selector: Users In Area: Selects all players within the game area (excluding win areas).
- WIRED Effect: Move User to Furni: Moves losing players to a designated loss area or back to the queue.
- WIRED Effect: Match Furni to Position & State: Resets all gates to their closed state.
- WIRED Effect: Toggle Furni State: Opens the entrance gate to allow new players to join.
- WIRED Add-on: Cancel Move Animation: Removes movement animation for a cleaner game reset.
Detailed Steps:
Step One: Configure WIRED Selector: Users in Area
Open the WIRED Selector: Users in Area block. Click “Select Area” and highlight your entire game area, being careful to exclude any winner’s area if you have one separated. Click “Ready“.
Note: If you have removed floor tiles using the floor plan editor for design purposes, temporarily add corner tiles back to ensure you can select the complete game area. After area selection, you can remove the temporary tiles again without affecting the selector.
Step Two: Configure WIRED Effect: Move User to Furni
Open the WIRED Effect: Move User to Furni block. Select the furni where you want to move players who lose the game (e.g., a spectator area or back to the queue). Set a “1-second delay” to ensure any last-second tile steps are registered before players are moved. Ensure “The moving user:” is set to “Use users from Selector” to move all players selected in the previous step (Users In Area). Click “Ready“.
Step Three: Configure WIRED Effect: Match Furni to Position & State
Open the WIRED Effect: Match Furni to Position & State block. With all Colour Gates in the CLOSED position, select each gate individually and tick the “Current furni state” box for each. This ensures all gates are reset to the closed position for the next game. Click “Ready“.
Step Four: Configure WIRED Effect: Toggle Furni State
Open the WIRED Effect: Toggle Furni State block. Select your entrance gate/furni. Set a “3-second delay” to allow players to fully exit the game area before the entrance gate reopens for new players. Click “Ready“.
Step Five: Add WIRED Add-on: Cancel Movement Animation
Place the WIRED Add-on: Cancel Movement Animation on top of this stack to finalize the game reset sequence smoothly.
Congratulations! You have now fully wired your “Step On It” game in Habbo! With all these Wired stacks in place, your game is ready to provide a seamless and engaging experience for all players. Test your setup and get ready to host some exciting “Step On It” competitions!
See It in Action!
Watch the example below to see the fully wired “Step On It” game in action and how smoothly everything operates.