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.
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.
"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
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
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
1) I created a pathfinder on the Klik Academy's course for Top View Games.
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
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.
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.
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.
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.
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.