Attan's Forum Posts

  • This was a bad example, i just tried to come up with something that was matching the picture, but hopefully you get the idea. I will need to easily create many triggers on many different combinations of overlaps

  • Well, i've tried to answer your questions. It's going to be used in the AI, and as a hypothetical use.. Well... look at the image and imagine a tiny enemie with the ability to transform into a big monster once every minute. Then when one minute has passed, and the detectors 39,40,41 are overlapping, and 13,14,15,22,23,24,30,31,32,33 are not overlapping, the creature transforms. If the detectors above and around him are overlapping, that means ther's not enough space, and he can't transform. This was a bad example, i just tried to come up with something that was matching the picture, but hopefully you get the idea. I will need to easily create many triggers on many different combinations of overlaps, and i need to be able to create a new "thing" and create and position the objects. It's not hard to do. it just takes a lot of time, and i thought there might be a shortcut.

    Edit:

    One could use one detector object that moved around

    I've thought of that too.. I'll try to come up with a simple way to do that. would it require less or more memory?

  • I'm sorry if i'm sounding rude now, but could people try to answer my questions? This is why i didn't write the whole thing from the beginning. I just want answers to my first two questions. Please focus on that.

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  • I don't really need a fresh perspective since i've got everything figured out eccept these two specific questions. The green thing will just be moved by events, not controlled. The detectors are not collision detectors. This will be used in an AI to determine what do do in specific situations, that's why i need to be able to easily determine if a certain combination of the detectors are overlapping.

  • Moving is not the problem. Creating them and associate them with the right object is the problem. Since it's detectors that i will use in many diferent ways i want to be able to write a "collision pattern" easily. It doesn't have to be a string with values. Just a way to write a number for each detector that has to overlap, and one for each that isn't allowed to overlap, and then trigger an event based on that.

    Your questions are not relevant, but it's going to teleport. it's going to be a platform-wiew, and it will be moved by events.

  • Never heard of mmf?? Wow.. i thought everyone here was X-mmf-users.

  • They move with the object, but that's not hard to do, so i didn't mention that. Anyone who can think of a way to solve my problems without a new plugin?

  • What i want to is to surroud an object (we call this object the "Thing" ) with a web of detectors. It should look something like this:

    <img src="http://img88.imageshack.us/img88/9669/detectorsemptyls5.jpg">

    What i want to be able to do is to create the Thing, and have the detectors created and positioned like this automaticly. Is that possible to do with for example groups/containers?

    I also need a way to give every detector a private variable like the ones written on the image, (i didn't write all of them) to easily associate to them, plus one to associate them with the right "thing" and i need a simple way to make events trigger if a certain combination of detectors are overlapping/not overlapping. For example, if the case was this:

    <img src="http://img134.imageshack.us/img134/39/detectorsde8.jpg">

    player overlapping not overlapping

    it could be two private strings, one "overlapping" which would say: 39,40,41 And one "not overlapping" which would say: 13,14,15,22,23,24,30,31,32,33

    EDIT: Of course there would be more numbers. All the numbers would be overlapping or not overlapping. This would rather be a mall for colision testing. Hm.. now it became confusing.

    I have a few ways to do this, but every one of them requires much repetition, and risk to have to go through 44 events if you want to change something.

  • A short animation would do it...

  • About error messages: Ash, did you ad like easter-egg-error-messages?!? SuperV got one saying "Error: Construct has been updated.", and i just got one saying "Error: You require to open this file" when i was trying to open a file. Are these old error message that you put in long time ago, or do they actually mean something?

  • A* path finding is definatly the way to go. I think I have thought of a way this can be tackled as well, will try and demonstrate it when I get home today.

    Getting anywhere?

  • The thing i'm currnetly working on is a hybrid between both. each enemy spread it's own helper objects around the level.

  • I think the best solusion would be something short like "your version of DirectX is too old, klick OK to download the newest version" And a button named "More information" with all the tecnical things. I've seen this a few times, and it's really helpful. People get scared of that kind of complicated language (i have to admit, at first i didn't even finnish the first post in this thread ). Te best thing to do is to hide it behind a drop-down or something.

  • I found a flash game which makes enemies jump on platforms to arrive to the player.

    http://www.newgrounds.com/portal/view/323678

    You could contact the creator.

    Hmm.. i played it until i died (like five or six levels) but i didn't find anything where they actually had to figure out the best way. To make an enemy jump over an obstackle is not hard, or to make them jump if you are on the platform above them.

    Did you find anything in the game where they acomplished something like this ? <img src="http://img501.imageshack.us/img501/4953/ajnfkigwu1.png">

  • When i think of it.. it's not that big of a deal, since very few people use screensavers, and they don't really have a purpose anymore. I don't think create>new>screensaver should be added, since it's such a small part of construct.