nimos100's Forum Posts

  • You will be better off, just regenerate the region around where the new obstacle is. It will improve performance.

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  • Np

  • That's was a lot of events and layouts, which ofc doesn't make it easier

    But some obvious things to check. Is number of collisions, amount of objects being created running wild due to a bug. A bit harder to track is unnecessary updating of objects.

    Think that's the best I can come up with, Its not easy to help debug such a big game

  • Here is a working game.

    It only uses + and - but extending it shouldn't be a problem.

    [attachment=0:3a02up90][/attachment:3a02up90]

  • Looking at your program, ill rather not. Because I would not do it like you have done it. Meaning I would pretty much have to make it from scratch. Which I don't think would benefit you a lot, as the moment you have to expand it, you would have to agree/understand the way I did it.

  • 1. Should be fairly easy. Since you know the answer before hand and even if you generate it. You can have two variables one for each number. So if the basic setup is "A + B = C"

    Then you can store a random number in "A" and "B"

    And then you just:

    "Pick random <Answer box>"

    (in a variable you store the correct answer, for instant in something called "Result" and then make a Boolean as well, that will allow you to see if an <Answerbox> have been given a result, and one to mark it as the correct answer)

    "Set <Answerbox>.result = A+B"

    "Set <Answer box>.text = <Answerbox>.result"

    "Set <Answerbox>.Have_result = True"

    "Set <Answerbox>.Correct_answer = True"

    For the others you can just check to see if there is already stored a result.

    <Answerbox>.Have_result = False

    For each <Answerbox>

    "Set <Answerbox>.Result = int(Random(50) + 1)"

    "Set <Answer box>.text = <Answerbox>.result"

    "Set <Answerbox>.Have_result = True"

    "Set <Answerbox>.Correct_answer = False"

    Then you can just check if the player have selected the right one. And use the result to show the player that it was correct or remove it and just write correct, whatever you need.

    2. Can be done with a button where you do it all over again or you can hook it up to a timer that will make it do it again after a certain amount of time.

    3. To make sure that the first number is always higher, you can just generate the second number first, and add another random to it.

    "Set <First number> = <Second number> + int(random(10)+1)"

  • Can you try to post a screenshot of the code?

  • Your problem is most likely your picking, meaning you are not picking the correct object to destroy, therefore it destroys all of them.

  • "Compare tile at" need a tile coordinate not a pixel coordinate, so you have to convert it first. Like this:

    Therefore its often in my opinion a lot easier to keep track of each objects TileX and TileY in some variables, so you don't have to convert the coordinates all the time. But can just use these to check vs the tilemap.

  • LOS might not be the best way to do it, as you would have to set up something to block the sight. However if you are using sprites as waypoints, you could give them a number through a variable and in your enemies you make a variable as well that keep track of where it should go next. That way you can just place the waypoints where you want and they should follow them.

  • The path finding shouldn't prevent you for making an enemy attack the player. You can just make a "Line of sight", "Distance check" etc. It should work even if the enemy is moving along a path or maybe I misunderstood you?

  • Your grid starts at 0,0, your origin point is in the middle of the object, thus 20px off-grid. Either move the origin point to a corner or use a 20x20 grid.

    Some grid shift settings would be quite cool I think, so you could for instant shift the grid it self by a certain X,Y value. But as Somebody said I would do it that way as well.

  • You could use a tilemap, with tiles that equal the size of the player and throw a solid behaviour on it.

    Then you can store the player tile position and use that to check vs collision.

    So if

    player.Tile_X = 5

    player.Tile_Y = 5

    And the player press Right key to move to the right, you can do a tilemap comparison, so:

    Tilemap.compareTileAt Player.Tile_X + 1, Player.Tile_Y not equal 0 --- (If that is the tile you use as collision)

    ....If that is not the case, you just increase the Player.Tile_X by 1 and convert the Tile position to a pixel value position (standard X,Y)

    And you can do that for up and down as well, just by increasing or decreasing the Tile_Y variable.

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  • > From your description C2 will be more than able to handle that.

    >

    Thank you Nimos!

    Would you have an idea what aspects of C2 I should pay special attention to? If you have some 'keywords" I can look them up myself

    Not really its just all the basic things. If you just do the tutorials I think you should be fine. Im not really aware of how that game you referred to works, so its just based on your description. C2 have certain limits, but I don't think you will encounter them with a game like that. And to get into the specifics probably wont make much sense to you I think.

    But you should be able to at least test a lot of the things you want to do, with the free version. However to make the complete game, you would probably have to buy the full version as the free version have a lot of limits to it. But it should give you an idea of what you can make, I think