StomachBug's Forum Posts

  • Hi rexrainbow,

    I have been using a couple of your plugins (most notably the grid move and board ones) and they are fantastic! Thanks a bunch for coming up with all of them!

    I would like to know if there is a way to set an object to the board without having to create it first? Say for example if I have several instances of one object which I have already assigned to certain positions on the layout but I still want to use the grid move behaviour based on the board.

    Any help would be greatly appreciated!

    • StomachBug
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  • Yep that sorted it quite perfectly. Didn't realise how directly I was comparing the values at the time. Thanks again for your help!

  • You are comparing apples and oranges. You check if TotalDistance is > HighScore, but then divide TotalDistance by 10, so the next time HighScore is always going to be 1/10 of TotalScore. Use a local variable to set CurrentScore = round(TotalDistance/10) then compare CurrentScore > HighScore, and save CurrentScore.

    Ah soooo, I feel like a fool. Thanks blackhornet, I'll give it a go right now.

  • I've been trying out this method for storing a High Score but whenever the game comes to an end it simply stores the score as far as the player has gone on that round. So what ends up happening is even though the current score is less than the High Score the game saves whatever the last score was.

    It's really odd because I have a check which says that only if the TotalDistance > HighScore then should it set the HighScore to the latest TotalDistance and not every time.

    Here's an example of what I'm using at the moment:

    If anyone can help me out with this I would be truly gratful!

    Thanks!

  • Once again, R0J0Hound dishing out the tasty treats. Thanks for the great behaviour!

  • Ah brilliant! I now realise why they say to do that in the platformer tutorial. Thanks for your suggestion DurandalCorp, I'll give it a shot!

  • Hey ya'll

    I've got some physics objects that float in space and when you grab them, it creates a slingshot that fires them off in the opposite direction using a physics force. So far so good, however when I want each object to have it's own animation, the objects framerate drops immensely when it gets fired off! Everything else on screen that doesn't have the physics behaviour, moves and acts normally, it is only when I have the animated object reacts to physics!

    Does anyone know how I could resolve this? Ideally without just having to have the objects not be animated.

    Thanks folks