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Muz



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5th November, 2004 at 02:31:06 -

1) Pathfinding. What's the best way so far?

2) What's the best way to detect an area, but still maintain normal collision without an extra object? Let's say I have this goblin's bed, and if he puts stuff within the 'effective area', he gets um... happier. How do I detect that 'effective area'?

3) How do I do hitpoints on say... walls, without making them active objects? Say, some goblin's hacking through a wall... how do I make it register damage in that case?

4) How do I animate a floor or something that I want to be a background object?

5) How do I make words italicized? In a text string. Or text blitter. Via the expression editor or something close.


Thanks for any help.

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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Tigerworks

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5th November, 2004 at 05:30:35 -

1) Detecter active objects, one of the pathfinding extensions, or innovation.

2) Try the overlay object

3) and 4) Backdrops don't have alterable values nor can they be animated. So you will need to make them actives. If you untick 'Save background' for an active which isnt moving you'll reduce memory usage.

5) Rich edit.

 
- Tigerworks

AndyUK

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6th November, 2004 at 16:56:48 -

(4)i would say it could be possible to use a pallete swap technique. Think of waterfalls in 16 bit games, most were done by swapping blues around.

Ive never found the pallete object and can't remember if it exists or if i just made it up.

 
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Crystal Clear (H.E.S)

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6th November, 2004 at 17:42:03 -

The Pallete object crashes on Windows XP, and changes the colour of the whole screen, not a single object.

 
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Kris

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6th November, 2004 at 18:49:22 -

It's the object creator's fault, not XP's

 
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Kris

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6th November, 2004 at 20:40:24 -

sounds like you're one of the very few people who's never had 98 crash randomly or at startup

Edit: Unless you're using 2000 or something

Image Edited by the Author.

 
"Say you're hanging from a huge cliff at the top of mt. everest and a guy comes along and says he'll save you, and proceeds to throw religious pamphlets at you while simultaniously giving a sermon." - Dustin G

Coop



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6th November, 2004 at 23:18:38 -

1) I created a pathfinder on the Klik Academy's course for Top View Games.

 
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Assault Andy

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7th November, 2004 at 03:45:10 -

1) A big vague, it depends on the type of game. Eg. Top-down or platformer. But for topdown a good method is the A* technique, which involves complex mathematical equations. For platform, you should have detectors on the edges of the platforms and program the AI to switch direction or jump.

Image Edited by the Author.

 
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Muz



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10th November, 2004 at 04:29:05 -

1) Which pathfinding extension exactly? If I knew that there was a pathfinding extension (that works), I wouldn't have to ask the question . I'm working on a top view game and a 'fake 3D' platform engine. Pathfinding for one thing should work for another. If only there's a way to do that 'detector active object' thing without making it shoot actives. I'll probably go check out that course.

2) Does the overlay object do that 'aura' thingy? You know, sensing objects around an area rather than making the bed hard-coded onto an area. Hmm.. come to think of it, I could probably just do the classic 'object is in zone...' line, or better yet, I could just make the bed upgradeable, Tropico-style.

3) & 4) Thanks for the 'save background' tip, but my main prob is trying to keep the number of actives down. It should help. The palette thing would look horrible though... I've always hated those classic SNES special effects .

5) Rich edit is UGLY when used in games. Even more so than the DirectPlay object. No other way to do it onto a text string? I've got an idea on how to do it on Text Blitter, but it involves a LOT of effort.

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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MrGrey



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10th November, 2004 at 12:45:54 -

How about this for 3... Every time the goblins animation for striking plays, and reaches the last frame, you add 1 to the goblins alterable value C. When this value reaches a certain number, create another object that pastes into the background as busted up wall, then reset the alterable value C back to 0. If the goblins away from the wall for a little bit, reset the value back to 0 as well.

 
Everything's more dangerous from space.

MrGrey



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10th November, 2004 at 12:46:23 -

How about this for 3... Every time the goblins animation for striking plays, and reaches the last frame, you add 1 to the goblins alterable value C. When this value reaches a certain number, create another object that pastes into the background as busted up wall, then reset the alterable value C back to 0. If the goblins away from the wall for a little bit, reset the value back to 0 as well.

 
Everything's more dangerous from space.

ChrisB

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10th November, 2004 at 19:19:53 -

If you knew that there was a pathfinding extension? What do you think the extension lists are for?

http://www.clickteam.info/extensions/extview.php?id=255
http://www.clickteam.info/extensions/extview.php?id=212

 
n/a

Muz



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22nd November, 2004 at 23:57:30 -

CB/FM:
I thought those extensions only worked in iso? But I'll check em out again anyway. Thanks.


MrGrey:
Simple idea, yet it should work... can't believe I didn't think of it earlier. I could even round it up to the nearest 10 pixels to give it a tile-based look. Thanks!

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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