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First Level is nearly alpha :)
[Re: Ditje]
#336623
08/05/10 12:32
08/05/10 12:32
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Joined: Jul 2010
Posts: 127 Germany, Herford
Ditje
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First Level is nearly done. [video:youtube] http://www.youtube.com/watch?v=xo8p8GxZQZY[/video] What`s missing now: 1.) Attack variants - no help needed 2.) Capture and double player fighter - not thought about yet 3.) Some Collisions - my next problem How do I organize the different collisions? I don`t know enough about collision functions, so I don`t know what`s the best way to my target. What should collision function do? - enemies should ignore each other and everything at bottom of the screen (left ships and level scons) - enmies should ignore own bombs - enemies should get hit by players bomb (done - but needs perhaps to be rebuild) - player should get hit by enemies AND enemy bombs I will be happy for any advice Ditje
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Re: First Level is nearly alpha :)
[Re: MasterQ32]
#336629
08/05/10 13:25
08/05/10 13:25
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Joined: Jul 2010
Posts: 127 Germany, Herford
Ditje
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@ratchet: Thanx for the hints. I forgot, that particle explosion (with cubes) is planed May be my collision explantion was not clear enough. Of cause - collision should work like described. I just don`t know how to organize all this different cases. I would like to use Shader, but I have to wait, until I have enough money for the commercial edition. @Richi007: Thanks - I just took a look to the manual - and guess I have to read a lot, before I continue I haven`t known about groups before - so I have set an own TYPE-skill to every ENTITY to put them into groups - "group"-statement would have been easier and better. Edit: Aaaargh - now I get a problem because of missing groups
Last edited by Ditje; 08/05/10 13:42.
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Re: First Level is nearly alpha :)
[Re: Ditje]
#336638
08/05/10 14:54
08/05/10 14:54
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Joined: Apr 2008
Posts: 2,488
ratchet
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I'm not sure i think the problem can be the switching from type 4 to Type 3 fro ennemie. Why not trying instead : if(bomb hit green enemy == TYPE 4) - remove bomb - remove ennemie, and create at the same position an ennemi of type 3 It could fix the thing no ? A hint, instead of creating , erasing ennemies, it can cost more CPU than needed sometimes : what you can do to optimise if needed : - create 10 ennemies type 3 and 4 at beginning of the game put them a a position they are not displayed , for example : ennemi.Y = -5000 When you need an ennemie take one from the 10 available and move it where it needs to be on screen. Juts put a flag to "ON" to say it is used and it is not on the pool ! When the used ennemi is destroyed , just put ennemi.y = -500 and is flag to "OFF" to tell it can be used again ! Well don't sure you understant that it was my 5 minutes coding spirit ! Keep it up !
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Re: First Level is nearly alpha :)
[Re: ratchet]
#336653
08/05/10 15:56
08/05/10 15:56
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Joined: Jul 2010
Posts: 127 Germany, Herford
Ditje
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>> Why not trying instead : >> if(bomb hit green enemy == TYPE 4) >> - remove bomb >> - remove ennemie, and create at the same position an ennemi of type 3 I have thought about that, but I decided to switch skin, because it`s like "real" and I expected not problems, because I had no experience >> A hint, instead of creating , erasing ennemies, it can cost more CPU than needed sometimes : hehe - I had this idea too. And again for the same reason and no experience I decided wrong. Should I add the enemies already in WED? >> Well don't sure you understant that it was my 5 minutes >> coding spirit ! >> Keep it up ! Of course Since I have read about groups now, I will overthink, if I replace some functions completly. Erverything is done in STEPS and there`s not to much to change. Thanks Ditje
Last edited by Ditje; 08/05/10 16:01.
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