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Messages - Joe

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1876
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 16, 2011, 05:54:14 am »
Look at the screenshot in my last post. You're still using the [actor inside region] block inappropriately in the Wood Offense Behavior. You'll have to kill the Actors just before or after you're increasing the score, up above. Otherwise, the [actor inside region] block isn't well-defined since you're not using it inside a [for each actor in region] wrapper block.

Does that make sense? I thought I was doing an okay job of explaining it, but if not, let me know and I'll try to be more explicit (e.g., with pictures).

1877
Archives / Re: [DM] Block to detect collision at a certain point
« on: March 15, 2011, 11:23:25 am »
I don't believe Alexin's approach actually uses Actors -- it simply takes the coordinates of the mouse click and then calls into a Box2d function which determines if that coordinate is colliding with any fixtures (Actors in this case).  I'm not sure which way would be more efficient in the end, spawning a region (in essence an actor) or polling a particular area on the screen for any actors.

I think a big hole in both approaches is that there's currently no way to detect a tile -- and often when you're checking for a collision, tiles are a valid group.  I wonder if we can change, or add a method that would include tiles as well.

Ah, I saw "sensor" and mistook it for a sensor Actor. The other big drawback I've found to using regions is that, if you create or move a region, the "for actors in region" block won't report the correct Actors until the next logic step, which can be a pain to work around.

1878
Archives / Re: [DM] Block to detect collision at a certain point
« on: March 15, 2011, 11:01:39 am »
Alexin, I've been achieving similar functionality by spawning and deleting small regions. Is there an advantage to using Actors?

1879
There are options, if you're interested. And like others have said, you can use it for more than syncing:

http://www.nixternal.com/kde-and-dropbox/
http://kdropbox.deuteros.es/

1880
Also, the point of SW + Dropbox isn't so much for backups but, in my case, it allows me to work with the same workspace on any computer. It's like a cheap and automatic SVN, without the revisioning part.

I second this suggestion. I use Dropbox for the same purpose, and it works great.

1881
HNF, would you want to write up a quick doc page for the streaming pack?

1882
Shared Resources / Re: Ledge Hanging
« on: March 14, 2011, 06:55:51 pm »
Awesome job, Greg.

1883
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 14, 2011, 06:41:41 pm »
I think you're reverting some of the changes I'm making. Anyway, some notes:

- You probably want to be using <mouse was pressed> instead of <mouse is down>.
- You can't use the [actor inside region] block outside the [for each actor inside region] block, as shown in the attached screenshot.
- If you're going to use the "Attack was Effective" block, you have to set it to false every time the mouse is pressed, not just in the "when created" block. I think this is the reason for the "keeps going" part of your last post.
- I allowed the Fire Offense Behavior to attack Metal, in a similar manner. Hopefully you can start to see the pattern. To get the wood blocks to work, you'll want to do a similar thing. Do the actual killing of the actors that are inside the region inside their Behaviors, and just pass a message to them in the primary Behavior.
- The region placement is off. You'll notice that, if you try to click the fire element on the right, both metal elements get destroyed. With region drawing on, you can see that both elements are inside the region.

Grab the latest demo from Forge and let me know what you think.

1884
Chit-Chat / Re: Random Chat Thread
« on: March 14, 2011, 05:35:23 pm »
There appears to be a skeleton in my closet. May'be I should tell someone.  :-X

Some skeletons are best left six feet under, where they belong.  ;)

1885
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 14, 2011, 12:07:29 pm »
In the Fire Behavior, add an Otherwise If block below where we check if the Actor Type inside the region is Wood and check for Metal instead. Then create/modify a Metal Behavior, and base it off the changes I made to the Wood Behavior to handle actually killing the Actor. If all you want it to do is kill the single metal block and increase the score, that should be pretty straightforward to do (e.g., you won't have to spawn four regions). Let me know if you get stuck.

1886
Chit-Chat / Re: Random Chat Thread
« on: March 14, 2011, 05:35:39 am »
I seem to be the only one that changed my username for the new forums. Also, not a lot of people changed their avatar. (I'm Walt.)

I did, too. ;)

1887
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 13, 2011, 06:43:06 pm »
Check Forge again. The initial strike should only attack an element in one direction, depending on the moon phase.

1888
Resolved Questions / Re: Elemental Destruction (cont.)
« on: March 13, 2011, 06:11:20 pm »
I didn't think you wanted to be able to attack diagonally. Here's the post I was going off of:
Quote
Here you go:

Fire Element: Destroys all adjacent (non-diagonal) Wood pieces if initial target is Wood.
Water Element: Very basic single direction attack, scoring heavily influenced by moon phases.
Earth Element: Destroys all vulnerable pieces in a line if initial attack is successful
Wood Element: Harms all pieces surrounding it (moon phase determines which of the targets grants more points)
Metal Element: Plows through all elements in a direction based on initial target directory.

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