Raycasting

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  • It's a difficult one to name. 'Addons' would almost certainly confuse with 'plugins', and 'Movements' doesnt capture everything they can do. I don't know about anyone else, but the word 'Prefab' conjures images of manufacturing and inanimate objects like prefab houses. Movements and other things like wrapping are more of a capability or behaviour than an object. But maybe I just have weird associations <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

    'Capabilities' could work but might be non-intuitive (giving an object the capability 'Car movement'... does it sound right?). Maybe 'Behaviours'?

  • I was just about to suggest "Behaviours" too. <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • Behaviours is an excellent name. Implies something pre-built but with some customization available. And since it's applied to objects, behaviours describe, well, behaviours.

  • It's a difficult one to name. 'Addons' would almost certainly confuse with 'plugins', and 'Movements' doesnt capture everything they can do. I don't know about anyone else, but the word 'Prefab' conjures images of manufacturing and inanimate objects like prefab houses. Movements and other things like wrapping are more of a capability or behaviour than an object. But maybe I just have weird associations <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

    'Capabilities' could work but might be non-intuitive (giving an object the capability 'Car movement'... does it sound right?). Maybe 'Behaviours'?

    Behaviors sounds about right. 'Physics Behavior', 'Bullet Behavior', 'Drag/Drop Behavior', 'Wrap Behavior', it all fits.

    And speaking of prefabs, when you spawn an object with stuff set with it as a container, would it also spawn that stuff with appropriate positioning?

    I know you can use the 'Spawn relative to object' but I already have 127 events and multiple event sheets bugged out, so it's a little cluttered in there <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

    I'm asking this because I want to make a map editor for Phys-Box' final version/s (where it will be more of a game than a plain old sandbox) and prefabricated objects without the clutter of a bunch of events would help greatly.

    I also need to work out some I/O stuff with the File/Zip functions to export maps right (I'd like to allow importing of sprites and use File to create the map file (plain text, just lists appropriate co-ordinates) and then use ZIP to wrap up the map file and sprites, then save it with an appropriate filename, and when you load a map it accesses the zip of that name, extracts it to a temp directory, loads the mapfile and associated sprites and then removes the temp directory when the program closes, but I might not be able to do all that <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /> plus I'd have to write a way to parse the map files myself, but that would mostly be a bunch of GetToken-ing to construct the map from its file, and I'll probably skimp on the sprite importing and ZIP stuff at first since it could get rather overcomplicated)

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  • [quote:i1nzxdwt]when you spawn an object with stuff set with it as a container, would it also spawn that stuff with appropriate positioning?

    When you spawn or create an object which is part of a container, the whole container is created, ie. all the other objects are spawned too - but the other spawned objects aren't spawned to any particular coordinate yet, in fact, I think it's left undefined. So the other objects will most likely spawn offscreen. This ought to be fixed - spawning relative coordinates is a good idea!

  • This topic is originaly about the same idea as the "Advanced realtime lighting", but it can be used for line of sight too. Maybe you should make one object that can do both.

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