mrtumbles's Recent Forum Activity

  • A few ways come to mind. The simplest one to me seems to be:

    On layout start

    For "enemies" from 0 to EnemyCount

    Wait loopindex("enemies") seconds

    Create object [Enemy]

  • On load complete

    Stop all music

    Start playing new music

  • Are you using the 'Physics' behaviour on the spaceship or the asteroid? If you are you make sure you're using it on BOTH of them

  • You'll want to learn arrays - they're tricky at first, but the gateway to much more powerful stuff! And they're a lot simpler than you think - an array is essentially a basic spreadsheet (Imagine the 'Z' axis as being 'Sheets' on the spreadsheet).

    Back to your problem: you you could try

    on [player] collision with [enemy]

    for each [item]

    where [item] is overlapping [inventorybox]

    drop items (however that works)

    That should identify your items one-by-one for you, and make it easy to create the necessary logic to create the dropped items on the floor.

  • How does your inventory work? eg; Is it object-based? Is data held in an array? Is it just a set of ten variables?

    What behaviour is currently exhibited - do they drop one of their items, none of their items, do they drop items they don't have?

    Your games sounds fun by the way

  • Fixed - those events work - but not in the same event that creates the Line sprite objects! D'oh.

  • This is what I'm doing. Any suggestions?

  • Has anyone answered the original question here yet?

  • I want to build polygons from lines, which are sprites.

    I would like the lines to pin to one another, so that the polygons can be moved as units.

    Any suggestions? I'm trying using families but having no success.

  • Do you mean 'How can I graphically represent the output of these curves?' or 'How can I process these strings to turn them into the data points of the right curve?'

    For the former: Lots of tiny sprites.

    For the latter: I've had this problem before and wrote a parser. It was a real pain, and never worked perfectly - if you come across a better solution I'd love to hear it, hence joining this thread. Sorry I couldn't be more helpful!

  • Although I love an array, you can do this without, using an animation that runs through those 8 configurations. Here's how:

    Make sure your Xs and Os have collision boundaries less than half the size of one game square

    Make a new sprite, WinStateChecker, and give it eight animation frames

    Make each animation frame a line which corresponds to a win-state (as Simone says, 3 vertical, 3 horizontal and two diagonal)

    Set the collision boundaries of the sprite to match the lines of the animation frames

    After each turn, set the WinStateChecker's frame number to 0 then:

    Sprite: Gamepiece - (your Xs and Os)

    Instance Variable: Gamepiece.Player - (a number variable which indicates the owner of the piece)

    Local Variable: CurrentPlayer - (a number variable telling which player played the last piece)

    If Gamepiece overlapping WinStateChecker

    CurrentPlayer = Gamepiece.Player

    Gamepiece.PickedCount = 3

    A positive check on those conditions should indicate a win-state.

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  • Can confirm - I use this trick for all sorts of displacement. It doesn't take much tweaking to get it bang-on perfect.

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mrtumbles

Member since 1 Jan, 2013

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