99Instances2Go's Recent Forum Activity

  • In stead of

    stone is overlapping beast

    or

    stone is overlapping beast

    try

    beast is overlapping stone

    or

    beast is overlapping stone

    Better would be to bring the obstacles in 1 object, as animations.

    You can do the same for the animals. Animations gonna be named Animal_Action....

    Now you have only 2 objects (and there instances) to handle ... will be 1/10th of the amount of code you have now.

  • Probally the same as you did allready.

    https://www.dropbox.com/s/fclzlu1looy70 ... .capx?dl=0

  • Work mostly, and solving questions here, regarding things that i have not ever done myself.

    But more important, are you closer now to understanding arrays? And did you see the little tricks?

    Like making patterns in the array with %, or those handy little globals for marking positions.

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  • The example cant spawn on the click of the mouse or on whatever? The example does not pick newly created objects in the most easy way and in the same tick? Ah ok. No problem. Whatever rocks your click, dude.

    Edit; Wait a second. It just dawned to me. You think that i corrected you, because i posted after you.

    Not the case, i would have addressed you by name.

    I made that capx while you was typing and posting, it will not show your post until i refresh the page.

    Upon posting i get noticed, but i post anyway because i put some time in it. After that, i might read whats posted in my 'non-refresh-the-page-time'.

    By this, that connection is broken and over whit.

  • I have no idea what you talk about, i talk about a "spawner engine" (as in the question).

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  • Lets use the tools designed for this.

    Containers, timers and booleans.

    https://drive.google.com/open?id=0B1SSu ... XVGcEQxMW8

    edit: as mentioned above

  • About

    All triggers should be on top of events

    That is a heavy story. Placing a trigger on top of a top level condition is (especially for beginners) a practice that can (and will) avoid a lot of 'logic' problems.

    Yet it is no rule. It is rather a lazy recommendation (i am that lazy too to recommencement this) because it is so difficult to explain.

    A trigger runs instantly, when it catches that event that it is designed to catch, no matter where it is coded in the sheet.

    If a trigger is buried deep down, as a sub event, it has to look up to find out if it can run. We are used to read the events top down, so a down up logic is hard to grasp, mostly. When the trigger meets an 'else' it gets stuck, by instance. So, the benefits (for beginners, including myself) of always placing a trigger on top beats a lot of problems. Yet, the advanced user surely knows how go along with it, but probably cant explain it well.

  • About

    Or:

    Set animation to default

    Then the animation is default. Should the game check it all the time and put the animation to default even though it already is or does the game check that: animation is already default and does not have an impact on it (does not do anything).

    Should not worry about that one. Because C2 will only set the condition to true when

    the new animation is different from the active animation or when the current animation stopped playing.

    This means that it does not hurt the system to set it on every tick, though there might be some very very minimal performance loss since it has to search if the animation name exists.

  • answered your PM

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99Instances2Go

Member since 12 Feb, 2016

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