Excal's Forum Posts

  • Alright, I almost have it. The problem is, it only seems to work with the first instance of a particular type:

    <img src="http://i.imgur.com/ep2PZY6.png" border="0">

    The events I'm using to handle this is the following:

    <img src="http://i.imgur.com/eBPT6yz.png" border="0">

    I did check in the debugger to confirm that both objects in the first picture that had more than 2 'parts' did indeed have PartsActive = 3 while PartsMax = 2 for both of them.

    Does anyone know why this might be happening?

    BoardGame.capx

  • Honestly, it looks like you're setting out to build a daunting game from the get-go.

    This will cause you lots of frustration. I recommend building a simpler prototype. Forget the doors. Forget the endless terrain, just focus on one area that gets randomly generated each time. And so forth.

  • Make another instance variable that is set when you access one of the object's other instance variables?

  • I've given some more thought into this, and I think the easier method is simply to delete the last instance and create a new instance behind the object. This would 'simulate' the tail without going into the complexities of actually causing the parts to have to follow.

  • There is no such thing as a bad game 'idea'. It's merely a matter of good execution or bad execution.

    Let's use movies as an example. James Cameron's Avatar is the most successful (financially) movie in the history of filmmaking, even surpassing Titanic, which held the #1 record for most money ever earned by a movie for over a decade.

    And yet, Avatar is simply the 'classic' story of an unlikely guy given a special circumstance who becomes a hero. The plot of Avatar is insanely predictable, but lots of people were still returning to theaters to watch the movie a second and third time (just like Titanic!), and then buying the movie on DVD/Blu-Ray even after seeing the movie three times already.

    The story is nothing new. The setting (the planet was absolutely beautiful), the characters (blue alien hominoids), and the music (they actually created a language called Na'Vi that makes up the lyrics of the songs) are all very good.

  • Here's yet another question related to my board game :)

    I'm trying to create a complicated snake. When the user moves a unit on the grid, it generates 'body parts' until it has reached its maximum. The idea is that once the max is reached, the unit will stop generating parts, and instead the other parts will move with the unit like a snake. A visual example is below:

    Before movement:

    <img src="http://i.imgur.com/WoOynfg.jpg" border="0" />

    First movement:

    <img src="http://i.imgur.com/9IlZUG5.jpg" border="0" />

    Second movement:

    <img src="http://i.imgur.com/1x8CTnh.jpg" border="0" />

    Final movement, here is the problem:

    <img src="http://i.imgur.com/b5hdhC2.jpg" border="0" />

    Basically, in the last image, the other two parts should move with the unit like a snake.

    How might one accomplish this?

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  • Thanks everyone for all the help!

    To elaborate more on what I'm trying to do - basically I'm creating a complicated snake. Except there are several snakes and I need to find out which snake I'm working with :)

  • Ashley, I second this as well :)

  • Say I have a function that works for several objects, and these objects are in a family.

    I need a way to figure out which member of the family is being used, or in my current line of thinking, I do. Is there a way to do this, or some clever method of determining this?

  • Well, it's been two weeks of haggling and trying to implement 'pathfound' movement before I've decided to scrap the feature and instead only allow the player to move a program to an adjacent space. This should give the player more control and also avoid the issue of a suboptimal path being taken whenever two or more paths are possible.

    <img src="http://i.imgur.com/k9k3m80.jpg" border="0" />

    <img src="http://i.imgur.com/s4d2dnK.jpg" border="0" />

    The next goal is to implement spawning of program 'body parts'. Basically, programs will occupy multiple spaces on the game board. Each part is part of the program's health - deleting all the parts of a program 'deletes' it. This will allow for some interesting programs to be implemented later on, such as bloatware (a 'wall' program whose main job is to occupy spaces on the game board).

  • R0J0hound, removing pathfinding would greatly ease up on CPU demands. I like this idea.

    I'm actually probably going to scrap this overall thread idea and have the player only be able to select a square next to the currently selected object. This prevents suboptimal pathing when there are 2 or more ways to get to a certain square. It also gives the player full control of his objects.

  • vee41,

    Can you explain in more detail what happens in the loop? Specifically, the For loop that goes through pathfinding nodes.

    I'm having some weird marker placements but my code is almost exactly the same as in your example.

  • This is looking marvelous so far. When you have a working prototype, you should write a tutorial on making a management game ;)

  • For a pac-man clone, basic pathfinding with walls as solids should work.

    This is more or less an intermediate to advanced application, since each object has to account for other objects being in the way.

  • vee41

    Is there a way to make the object pause at every square? So instead of gliding to the destination, it makes a slight pause at every square.

    I assume this means that every square on the way to the final destination will need a marker, and that the object will need to pause for a second each time a marker is destroyed.

    Also, I'm having programs move off the grid for some odd reason, along with multiple marker points being generated in some strange spots.

    <img src="http://i.imgur.com/9OAqLJr.png" border="0" />