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Disthron



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9th January, 2008 at 09:42:56 -

Hello every one.

I have maid a line of code that looks like this.

[groop99] is overlapping [groop95] -> [groop99]Change animation sequence to [building 2]

Building 2 is a custom animation that all objects in groop99 has. When I first tried this the listing in the group animation drop down only had the standard animations included. So I maid the action in one of the specific objects and pulled it over into the group.

So everything seems to be working fine. I now have one event instead of 30. So could any one pleas tell me if they have tryed something like this before? I'm just afraid that it's going to cause problems down the road. MMF2 seems to be pretty robust now with the automatic updates. However if any one has had some problems with doing this it would be really appreciated if you could tell me.

Thanks for taking the time to read my poast
Disthron.

 
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One

Deleted User
9th January, 2008 at 11:34:07 -

Simple conditions involving groups like that are fine. I don't think you'll run into much trouble with qualifiers in MMF2, unlike in TGF where they were just an attempted gimmick that was never really implemented. You might run into problems doing supercomplicated stuff, but I can't think of an example of that at the moment.

Oh, and I think you might be able to address custom animations of object groups by telling it to 'use a calculation' and entering the correct MAGIC NUMBER.

 

Pixelthief

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9th January, 2008 at 13:37:37 -

Yeah I tried doing groups in TGF once. It was like trying to engrave a grain of rice with a 10 inch dildo. Better to only mess with them in MMF2; I think I recall them not being the best in MMF, either.

Frankly, I have a bad tendency to use a single active object type in place of a "Group" or "Class". Since active objects are obviously the most stable types in TGF/MMF/MMF2, you never run into any of those problems with groups not working. The main letdown is that you can only store so many animations in a single AO; In my project gridquest, a single "Enemy" object contains the animations for about 60 different enemies, which includes a walk/attack/hit animation in 4 directions. Filled up every single animation slot (besides appearing/disappearing).

However I dont think I'd recommend that approach in MMF2, if grouping is as stable as it *should* be.

 
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456

Disthron



Registered
  08/02/2005
Points
  1101

VIP Member
9th January, 2008 at 13:54:46 -

Thanks for your input. I used to have the original Game Factory and dealing with groops in that was often very hit and miss. From what your saying I can see why.

I tryed "the magic number" but I couldn't seem to figure out what it was. The first two things I tryed was the number of the animation in the list, I think it ended up being 12 if you could all the standard animations and then add one more. But that didn't work, then I tryed 2, for the number of active animations (ones that actually had frames in them).

So maybe my fears are just a hang over from GF, I hope so. Thanks agen.

 
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One
   

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