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MBK



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9th July, 2009 at 23:42:26 -


Originally Posted by GamesterXIII

It is still kind of vague as to what you are trying to do, so sorry if the answers I have given are inaccurate =s.



GamesterXIII, I'm pretty sure that you've solved this problem with your awesome example in the post, "Spread Value Selection: how to get more control"
(I have yet to add it to my own code to make sure it works there though),
*-- BUT I'm still curious about the mathematics behind it all. --*
It seems like what you've managed to do with limited basic math and real time event code interactions is impossible to recreate in a single formula with a nearly unlimited complex mathematical stockpile of numerical persuasion.

So, there's no way to have it act variably with pure mathematics? .. and no way to write it in a formula?
Basic Math + Workaround > Advanced Math + Formula?
Strategic placement with Simple Math troops = Win the battle, while Head on attack with Advanced Math troops = Lose the Battle?
Is there no way to charge straight forward and win the war? Or is guerrilla tactics the only way to obtain victory?

Edit: @Assault Andy, Thank You Andy! ... I just looked at your example (why post on CT Forums when question was here?) .. and it seems to solve the problem as well, but how do I change the values now? Need to be able to change the numbers of oranges in each row (preferably automatically) when I place new instances so that everything will still line up. How do I change the values in the example of yours?

Nevermind, just found it. Gotta change the list values eh? ... ok, now --- How do I change the amount of rows in your example?




Edited by MBK

 
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GamesterXIII



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10th July, 2009 at 00:12:02 -

K i understand now .

I believe that it might be possible to write a formula for this(?_?), but I also believe it would be way too complex to be worth it - if it were possible.

I don't think my method a workaround since you don't really have to manipulate the code because of an actual flaw in tgf/mmf etc. You just have to code one line in a specific order because of the way the code is run.

It is probably best to stick with well known formulas.

Edited by GamesterXIII

 
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MBK



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10th July, 2009 at 00:26:48 -


Originally Posted by GamesterXIII
K i understand now .

I don't think my method a workaround since you don't really have to manipulate the code because of an actual flaw in tgf/mmf etc. You just have to code one line in a specific order because of the way the code is run.




@GamesterXIII
Yea, you're right, it's a workaround to our flawed mathematics system though if there's no formula for it
It's very good work, whatever ya call it, no doubts about that.
I'm gonna go see if I can figure out how to place it into the 2.5d code now.


@Andy, I can't seem to find any way to change the rows in your example ...


 
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GamesterXIII



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10th July, 2009 at 01:34:10 -

if you have any trouble adding it just lemme know =p.

 
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Assault Andy

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10th July, 2009 at 03:30:17 -

MBK - I posted the example on CT forums because it's a reliable place to host files and it might help someone else in the future.

I made the example completely automatic so all you need to do is edit the list file.

If it says:
4
6
9

It will generate rows of 4, 6 and 9 oranges respectively. You simply need to change the values to change the amount of oranges in each row. To add more oranges you simply need to add more rows. EG:

4
6
9
10

will add another row of 10 oranges.

 
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MBK



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10th July, 2009 at 05:45:05 -

<puts face to palm> ... of course! .. omg ... now I feel even more stupid .. heh ..

@AssaultAndy
Well, Thank You very much indeed Andy!
It works quite nicely and may be just what I need. So far I can't seem to get GamesterXIII's fix to work with my code. I believe it's because of all the spread values that I'm already using, it must just be too much for TGF1 to handle, or most likely I'm screwing something up. Since yours doesn't even use Alt Values or Spreads, hopefully it won't have that problem. Maybe GamesterXIII can get his version working in my code, but I currently can't.

@GamesterXIII
I've tried putting it into my code, and it ALMOST works .. but I must be doing something wrong, because it keeps creating instances and then some of the instances follow with the camera as you scroll, and it also doesn't position them close enough to the top (I've tried playing round with the values, but I'm stumped) ... so, I'm gonna have to ask if you can attempt to figure it out for me.

Guess now I'll try out Andy's method and hope like hell that it behaves with the 2.5d code, I'd be happy as long as one of them works.
Thank You for helping me so much guys. I really do appreciate it.


 
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MBK



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10th July, 2009 at 23:25:37 -

Andy, I can't get your example to work with my code either. GamesterXIII's version is closer to what I need because the spacing between shadows can be any distance.

Sadly, I can't get either one working within my 2.5d code, so I'm either gonna have to build the levels the hard way and make a ton of extra instances to keep the balance as I go (quite a pain in the arse), or figure out a third method (a daunting task indeed).
I've been trying for the third method option by using you guy's examples for reference, but I still haven't succeeded.

Could one of you attempt to put it into the 2.5d code for me?
I know that sounds rather like a noob statement an' all, but I've been trying everything, and I still can't get it to work in my code.
Your examples work perfectly on their own, but when adding them into the 2.5d code, weird things happen (like instances following the screen).
If you guys get the time to try putting your examples into the 2.5d coding, please give it a shot.
It'd be nice to know if it's just me or if TGF doesn't like the way the codes mix together.

I'm gonna keep trying for awhile longer, but pretty soon I'm going to need to move on whether I can figure it out or not.
I'd hate to just leave it at that and move on, but I need to get back to adding slopes to the 2.5d project soon.

Btw, I recently added a landing shadow, which is quite nice, cause now you know whether you're above the platform or not, even when you can't see the ground shadow. I should probably add some sort of visual aid to help determine whether ya need to jump toward the background or toward the screen as well. Maybe I'll just add a way to look down so you can see where the ground shadow of the platform is in relation to where the ground shadow of the platform you are currently standing on is. (a type of camera movement)


 
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GamesterXIII



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11th July, 2009 at 19:02:25 -

post the one you have. I mailed you, but dunno if you received it =p.

 
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MBK



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11th July, 2009 at 20:12:56 -


Originally Posted by GamesterXIII
post the one you have. I mailed you, but dunno if you received it =p.



Did you email me? .. cause I didn't get it if so. Got a DC-mail though. I sent you an email, send me one back so I know I got it right.


 
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