lionz's Recent Forum Activity

  • Yeah you are right this would have to reach the original destination and wouldn't keep checkingif that's what you need. You could use the timer behaviour on the unit which I find is always better than system every X seconds, 'on timer finished' you can check certain things then start the timer again for individual units.

  • Looks like some weirdness with using every X seconds and for each. I would try something safer like state = chase and unit is not moving along path, then find path. This removes every tick and every X seconds with pathfinding. Also there might be a better way to do your units that what I'm seeing with the two identical families, the picking looks really convoluted. In a game like that you may want to keep Enemies as a separate family to Friendly units. And the extra layer of confusion with spriteUID variable, it seems like there could be a simpler way.

  • But in this post you are listing all the limitations you are coming across by using a single object for every enemy in the game while also saying it is a good thing. Not sure what to tell you :D

  • For setting the head variable use 'snake set head to true' instead of family, this is still the inherited family variable. For the collision you can probably make the collision boxes smaller than the sprite, should be no harm done.

  • You've limited yourself by using one sprite for all characters but there is a way out, for the ones that shouldn't persist just create a 2nd object that doesn't have the behaviour. For when you need to pick all the npcs put the 2 objects in a npc Family. In general though I would use a different object for each character because when you use one sprite for all game animations it loads all unused graphics and can lower performance.

  • Family on collision with Snake, you have to pick like this.

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  • You can use that family yes to pick the head separately, family where var head=true on collision with snake.

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  • You could argue that enable/disable Persist behaviour kind of defeats the purpose of it. This is probably why that option doesn't exist. The action 'reset persisted objects' is useful for doing a restart but as for turning it on and off during the game I'm not sure why you would need that.

  • Hi so what do you need help with ?

  • If you mean the built in array file loaded into an array object then you use the array actions such as array.at(0,0). Also you can check in debug view if the array object is populated with the values as expected.

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lionz

Member since 5 Aug, 2013

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