lionz's Recent Forum Activity

  • This reads more like an advert for the game. If it's mostly done then it sounds like not much help is required, with the added completed features list too. I would offer to help but where? Sounds like the game is pretty much locked down. If you need some testing/QA then I can assist.

  • I've been away for a while. Are people using C2 or is moving over to C3 the new thing? I like C2. <3 Hopefully there are plans to support it for some time!

  • I wouldn't say it was close, I'd say it was correct. Not sure why it's not working, pick nearest but not self? Works fine for me.

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  • 'Some problems', what are the problems? Seems like you know what you're doing here. How is the ship moving, is it by touch or keyboard? Normally it is just left pressed play left animation, right pressed play right animation, else play idle animation.

  • As seen in the first response, yes you use families, this avoids the need to duplicate events for each enemy type, that's what families are for!

  • Destroy them on start of layout then create them when you need them. If they are outside the layout but then destroyed then they are loaded in memory and any lag is avoided.

  • You can toggle it off with a variable.

    Create the bullets with condition (if variable =1)

    If bullet collides with object set variable to 0. First event is now locked out.

  • Give the plot family a boolean variable, something like isSelected. When clicked set the variable isSelected to true for that plot. When the list of buildings comes up, build the selected one on the plot that is set to isSelected=true.

    Logic will be something like :

    Plot(family) on clicked, set family instance variable isSelected=true, load building menu.

    Building (from menu) on clicked, create building at plot(family) where isSelected=true.

    Plot(family) set isSelected=false. (clear)

  • There is probably a shorter way of doing what you are planning to do. Describe the exact building steps and selection as it's not totally clear with the plots and buildings.

  • You can do it two ways. You could not use families as families are only needed for when you're applying something to all of the buildings. So when you select building C from the menu, you just create building C, no need for families.

    Or you can use family instance variables. You have a family of buildings, bldA, bldB, bldC. If you go to the menu and select bldC, it creates a building, and sets family instance variable type to C and elsewhere you have logic that links C to the animation, properties of bldC.

  • Observed Result

    The two sprites use the same obstacle parameters

    That's because they're both using a family pathfinding behaviour.

    It's not impossible to do, just give them their own separately named pathfinding behaviours if they are going to be different, don't use the shared family one.

  • Pick them by using a system 'for each' monster, should treat them separately.

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lionz

Member since 5 Aug, 2013

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