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  • Heya,

    I'm currently glossing-up my Tizen comp game, and soon after completion, my team will be heading into my RPG. But in the month or so in between (while I tinker away with the RPG engine and the team brushes up our other game for release), I want to do one more.

    So! I have a little game that's like a cross between the original Oddworld and a 2D monster hunter. I have done only a few days on it, but it's a very simple game that I see as being very fun. So, if you like we try working together on it. I expect it would take only a few weeks of part-time effort, and the main thing will be designing levels and polish. There are some AI needs, but they are easy for me to do.

    So yeah, let me know if you're up for it/any questions you have :)

  • Nope, it keeps popping the array. They will get big, but never above X amount. I tried running about for ages with no issues. Yours is looking good though, I'm just not too good at long formulas ^^

    EDIT: The array cells are 100 for the lowest and 220 for the highest, never going above.

  • This is what I came up with. The start needs some fixing and play around with the timing, but it works just like Yoshi and is actually pretty light on performance.

  • Well I can think of one way that is very easy, but maybe performance could be an issue. You just create an array when the egg is made and link it to their UID.

    Then every tick, push the player's X/Y, wait an amount of time (relevant to the egg's IID), then every tick set the egg to the array's first X/Y value and pop it. That should do exactly what you want, but maybe a few eggs going could cause issues.

    Anyway looking forward to seeing what you come up with :)

  • Someone posted this capx a while ago (sorry I can't remember who).

    Is this what you're after? I never played any Yoshi games.

  • This is one way, but there are many more!

  • Cool! Glad to see you got it :) Why this one works and the other didn't, is that you put 'on start of layout' condition above the 'for each'. So it only triggers once, instead of every tick. The thing to look out for here though is that any objects created after the start of the layout will not have their timers activated (which is why I prefer to use one of my other methods).

    And yep, definitely works with families. And there should be no noticeable effect on performance, I have have 100+ objects with timers going and saw no impact, unlike my evented timers which did cause some drain.

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  • Yeah cool :) And I know your pain, I went through it just after timers were released and I was defiant to use them, for no reasonable reason. I created ways to do it, but all were harder without the added extras, so I strongly suggest you get comfortable with them to just make life that little bit easier.

    Also something you might find relevant one day: every X seconds counts from start-up and not from start of layout. I once had two different layouts that ran scripted scenes and they both worked perfect alone. But when I tried to make one lead into the other, the timing was all messed up. I spent a damn long time trying to figure that one out! xD

    EDIT: Actually I should add that timer behaviour is great for small things like this, but if you want a comprehensive timer system that allows pausing, dt adjustments and conditional count-downs etc., you still need a well evented system. I spent a long time refining separate, co-functioning timer systems for my RPG. The biggest hassle I came across was no way to reference the dt of an array, but that's a whole other story ^^

    Another thing to remember is that the timer behaviour will count down using the dt of the instance using the behaviour. This can be a blessing or a curse, so remember it if you ever have the need to play with dt!

  • No you don't want trigger once while true, just copy one of the methods in my image exactly as they are (except with your own timer and object names of course).

    They both work perfectly for me. The 'on timer' works per sprite, but the creation doesn't, hence the need to use a for each loop or onCreated (which does occur for each one in case you weren't aware).

    If you want, send a capx and I'll fix it for you.

  • DrewMelton - Set your HUD items to viewport locations via events to ensure they are always onscreen while using scale-inner. A little extra work for a lot of extra reliability.

  • First problem is that the timer is constantly being created, therefore never counting down ;) Add the condition that checks the timer is at or below 0 or make it an onCreated event with a regular timer.

  • Hm, no sorry I kinda just learnt it myself. It's simple enough though, if you just read through the expressions.

    Here's a picture which covers 2 different ways to get timers going on each of your units and how they trigger. If you have specific questions fire away :)

    IMAGE

    EDIT: Sorry, I still can't get images to post properly. Just follow the hyperlink.

    EDIT 2: Both methods shown to start the timer loop. They just do it in different ways ('regular' setting automatically loops the timers, but the time comparison method creates a new timer every time the previous one expires).

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Tobye

Member since 27 Jul, 2012

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