Multiple Object Examples

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  • Hi peeps, does anyone have a good example of how to (without any extensions) create multiple enemy tanks, each with a turret and collision detector around them and the ability to independently shoot at the player.

    I'd like to be able to handle creating new tanks at run-time, from a spawn-point as well as pumping them out at the start.

    I've had a search and started to play with various things like fast loops (although I'd prefer to avoid these if possible as they slow down XNA) but can't seem to get anything working well.

    I've managed to get multiple instances created and moving around (just using MMFs basic ability of linking up newly created items) and also having them rotate towards the player when he's nearby - although when I test for overlapping of the collision detector, it simply moves all of the turrets rather than independently. Additionally when I try to have an enemy shoot, it seems to just pick one of them to do all the shooting.

    If anyone can point me in the direction of decent tutorials or threads about doing this sort of thing, I'd be most grateful.

    Thanks

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    Might help you out. Also I know you said no extensions, but you might want to look into using the ForEach object. I'm almost positive it works in basically every exporter, and it's the fastest way to loop through objects. (much faster than using fastloops)

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    Might help you out. Also I know you said no extensions, but you might want to look into using the ForEach object. I'm almost positive it works in basically every exporter, and it's the fastest way to loop through objects. (much faster than using fastloops)


    Yeah, the ForEach object works in most of the runtimes available for MMF2.

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  • Is there an exporter it doesn't work with? I'm interested to know...

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  • According to ExtensionView, it's compatible with:

    1. Windows
    2. Java
    3. Flash
    4. Anaconda

    So, it isn't compatible with Vitalize, iOS (this one might simply be a mistake on ExtensionView's part, though I don't have the iOS runtime to test that), Unicode, XNA, and Android (however, on ExtensionView, exactly 8 extensions show up under Android, and I know for a fact that it supports way more than that, so you can't really use that as a good list of which extensions are compatible with Android).

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  • Okay so he can't use it for XNA then... I guess he's stuck with fastloops? Honestly there should be some sort of fastloop type solution for XNA that doesn't kill performance... What's up with that, Clickteam? I didn't realize XNA was that terrible.

    I'm pretty sure that ForEach works with Android... I'm positive it works with iOS because I have the iOS exporter at work and it shows the ForEach object in the list of usable extensions.

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  • Cheers chaps - yeah, XNA is really limited and tough to work with Koni, but I am still particularly chuffed that I'm managing to make games on a console! I never imagined this would be within my grasp using Clickteam products.

    It doesn't help that fastloops absolutely kills the performance on the xbox though - so a solution without these would be amazing. I'm desperately trying to avoid hitting the clone button 100 times for these objects lol

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