ini are your friend...if you want to save something. However, the best way to store collectables is to keep the count in the characters alterable values, then carry those values over frames with the Shared Data Object. That little object saved my game many times. You can find it in clickteams download center for extensions for mmf.
All platforming problems can be mostly solved here:
he means specific items that have been picked up. so they dont appear again. if you just store how many youve picked up it wont remember WHICH ones were picked up.
I am definately going global events, I am working with everything in qualifiers now anyway (and the different ehr, properties of units are stored in their own alterable values which I call upon when talking about a certain qualifier)
I spend most of the night making a weird song about elephants, girls eating lots of bread putting their feces with care in other peoples mouth, losing cows because someone sees everything black and white, and if that is not awesome enough, all these replies suddenly
I'll keep everyone updated. On the game that is, not on the crapping women.
The first man to compare the cheeks of a young woman to a rose was obviously a poet; the first to repeat it was possibly an idiot.
Dustin Gunn Gnarly Tubular Way Cool Awesome Groovy Mondo
Registered 15/12/2004
Points 2659
20th February, 2008 at 22:38:38 -
I mean qualifiers can't be used in global events, not the other way around.
Originally Posted by Nim F... (it doesn't deal well with "above" collisions) ...
When I do engines this was the above collisions always work O_o.
Anyway the easiest way I can think of is to use an ini file (or associative array, because it's awesome for what I'm about to say) and when you hit a projectile create a value in the ini/assarray named OBJECTX.OBJECTY (implying the objects x and y co-ords) and set it to 1.
Then say:
Start of frame -
Spread value 0 in Alterable value A of collectable
and in a seperate start of frame:
Start of frame -
Start fastloop "collectables"
On loop "collectables" and Alterable value A("collectable") = loopindex("collectables") and ini/assarray entry str$(X("collectable"))+","+Str$(Y("collectable"))) = 1 -
Destroy "collectable"
EDIT: Ok just disregard what I said . Here's the example:
Making the entire engine first before all the levels, with qualifiers so it's handled easier later. Any adjustments I need to adjust in every single frame over again.
Using global events, but having to copy the entire engine for every player object (since it has like 5 characters that are playable).
Just... swell
And do behaviours work like global events?
The first man to compare the cheeks of a young woman to a rose was obviously a poet; the first to repeat it was possibly an idiot.
Dustin Gunn Gnarly Tubular Way Cool Awesome Groovy Mondo
Registered 15/12/2004
Points 2659
21st February, 2008 at 06:36:46 -
if you make the object global they should, but I've never used them
I've been trying to get Clickteam to make a solution to not having global qualifiers for years but I guess they don't think it's a big enough problem to focus on (Even though it's their biggest problem)