rexrainbow's Forum Posts

  • TheWyrm

    Somebody

    I had made a behavior rex_canvasext to load image in rojo's canvas plugin.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I had made FSM plugin before.

    It separates transfer logic into dedicated condition. So that I guess it could make behavior trees. (I had used main FSM and sub-FSM before,)

  • ArcadEd

    The tween is more powerful than swing behavior, so I stop maintain it.

  • jojoe

    ArcadEd

    Sorry, I did not have time to improve it.

  • It might be more clear for me. - Understanding Behavior Trees.

    [quote:35s9rw0u]Behavior trees focus on increasing the modularity of states by encapsulating logic transparently

    That's why I am confused.

    In this page,

    This is Hierarchical FSM

    And this is Behavior Tree

    It looks like that Behavior Tree is still a Hierarchical FSM.

    Just encapsulate the IDLE, ATTACKING, etc into sub FSM. In runtime, when main FSM go to IDLE state, create a sub FSM to handle the detail. On the other word, this sub FSM is a task of IDLE state.

  • Aura

    It might be better to show map on a canvas object, so that it could be place behind other sprites.

    You might make a behavior to draw map on rojo's canvas plugin.

  • I had made a plugin repo. But I only maintain my plugins.

  • Arne

    You might place these could outside of runtime.js, so that they will not be minify.

  • A "destroy" action is a request, is it correct?

    So it is very easy to run out of free level if I made a manager application which destroy messages saved at yesterday. Or I need to separate destroy tasks into many seconds.

    Edit:

    Destroy items - Parse.Object.destroyAll, it works.

  • this.runtime.trigger(cr.behaviors.RPGChar.prototype.cnds.Damaged, this.inst);

  • hmott

    Firebase is a "central memory" of a distribute system. Applications run around this central memory, and each application might be different.

    For example, some (server) applications might read data from one firebase space, produce result and save to other space, and this result space will be read by other (user) applications.

    [quote:d10lmdmh]... -> server applicatiions -> firebase -> user applications -> ....

    ---

    Edit: remove

  • hmott

    Yes, Firebase is good at real-time sync, parse is good at query data.

    In my one test, I combined them to create a message board,

    • using firebase to broadcast "new post",
    • if user wants to read some older posts, using parse to display older posts by some conditions.

    Official MP is another kind of multi-player plugin, it has lower response latency to be more real-time than firebase.

    Since parse could not sync data, only firebase and official MP need to be compared.

    Here is an example to show the different between firebase and official MP: firebase could send message to each user, or broadcast to some/all of users in real-time, but official MP could not (unless put all users in a room)

    Another case, if there are 50 users in a room, they are all connect to a host using officail MP plugin.

    1. all data will be broadcast through the host (user), and

    2. room will be destroyed if the host (user) had left,

    Firebase had different behaviors in these two points.

    1. all users connect to firebase server, not one of user. So the scaling of using firebase is better then official MP in this case.

    2. users could stay in the room in firebase server, even host user had left.... wait, there is no "host user" in this case. So the behavior of firebase will be more suitable for a mmo-like game.

    To solve these problem in offical MP plugin, designer could make a big, always running host for all players. In this solution, the hardware cost might not be ignored since the big host needs put on a dedicated server. And any user will receive status of all other users, it will become another problem.

  • or try parse if you like sql database.

  • Kan

    It would be confused. Family is another kind of object type which user might want to be assigned.

    If you had a lot of object types and did not care the names, you could change the "Mode" to "SID" in properties table of rex_nickname behavior.

  • Kan

    The "Action:Assign nickname" in rex_nickname plugin is used to set name of an object (not a family) at runtime.