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Thread: *Request* Tutorial

  1. #31
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    Re: *Request* Tutorial

    I still havn't been able to figure anything out so ive decided to move away from AGBO once again and build my own system from scratch. Ive got most of it planned out, and in theory it should work. Although there is still some things i could use some help with.

    1. I need the bricks to move down by a certain amount of pixels every so often. There is 2 sets of brick and 5 different types. I was thinking of having an alterable value to determine which set a brick belongs to(as the set for each brick can be alters by the player). So i will need all bricks with an alterable value of 1 to move down at random intervals. Between 15 and 30 seconds and all bricks with an alterable value of 2 to move up at random intervals between 15 and 30 seconds. I know this is pretty easy, but does anyone know how to only make them move up or down by a certain ammount of pixels, and even more importantly do it randomly between 15 and 30 seconds? The interval time will reduce the longer the game lasts for to make it gradually more difficult, but ill worry about that once ive sorted out how to do this.

  2. #32
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    Re: *Request* Tutorial

    Quote Originally Posted by droberson
    1. What is the fixed value.
    Every instance of every object has a unique ID called a fix value. You can get it through an expression: Fixed( "Active" )
    .:::.Joshtek.:::.

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    Re: *Request* Tutorial

    There is a timer function and you have the ability to change the X, Y location of an object. For the random function there is a random function also. With these you should be able to do what you describe.

    For the timer, add a condition and you will see a clock listed. That is the timer. The "ramdom pool" object will allow you to generate random numbers. Go to insert object and look for "Random Pool". The frame pixels starts in the upper left hand corner at 0,0. As you more down y increases and as you move across x increases.

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    Re: *Request* Tutorial

    Thanks for the reply. I have been working on the examples trying to get this figured out. It is very confusing. I can get the actives imported but trying to get anything to work or move is still not possible for me. I did take a look at the examples and looked at the tick - tack - toe example.

    I believe this has to be a good object but I guess I'm just having a hard time developing a mental concept of how this object works. I have tried reading the help but it gets very confusing on what it is trying to say. At least for me.

    I know there must just be some simple concept I am missing with the whole thing but I am at a loss as to what it is.

    I get my active image imported. The grid should be located at frame location 0,0. So I should be able to tell it to place the active in slot 0,0 of the grid. But nothing happens. Then if I use the "place objects to grid" it place the active in slot 3,3.

    No logic to this that I can find. You can see it on the test app in the file archive.

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    Re: *Request* Tutorial

    OK, I finally got the image to move from slot 2,2 to slot 0,0.

    There needs to be some functions added to the AGBO. One would be to allow the user to move the cursor over the grid and be able to find out which cell the cursor is over.

    Another would be to be able to tell where to place the images on the grid to begin with. For example I tried using set brick at 0,0 type 1. It still brings the active in at 2,2.

    Another would be to be able to say move the the brick from the current slot to another slot. Assume the active is in slot 0,0 then move to 2,2 without having to tell it where the active is.

    What is the x, y in the fixed value??? This is confusing also.

  6. #36
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    Re: *Request* Tutorial

    Quote Originally Posted by droberson
    What is the x, y in the fixed value??? This is confusing also.
    There are two sets of X and Y: One for the EasyGrid and the other for the internal array. The X and Y for the EasyGrid refer to the visible objects and are only found within the EasyGrid subfolder. All other X and Y positions should be for the actual array, so will start at 0.
    .:::.Joshtek.:::.

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    Re: *Request* Tutorial

    My god... looks like some kind of neo rosetta stone.

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    Re: *Request* Tutorial

    Well I guess I'm giving up. I have tried for several hours to get a small app working, reviewed help documentation, viewed the examples and still have no clue how to get the actives to really work with it.

    I like the idea expressed about using the find connected brick and searching functions, but the part of how to get the bricks in and how to manipulate them is impossible to figure out.

    First there is a need to describe the actives and the setting up a game board with them and without them. How to get them imported and a better defination of things like the fixed value, x, y and how all this relates to the object.

    A better tutorial is needed. I like the help for the intro and setup of grid but the displaying bricks is totally confusing. It assume the reader to well aware of actives and how to get them in and working with the object.

    Also the example apps overall I liked but they need to have comments added to the code to explain what is going on in the code.

    I also believe that some additional functions added to the object would greatly help. Like being able to place the cursor over a cell of the grid and be able to bet back its properties like x, y or a stored value.

    I believe the functions like "Set Brick to X, Y" should do that or the name should be changed to reflex what it really does "Set Brick Type for Cell X,Y". Then add a function to "Set Brick to X, Y".

    I overall believe this is a good extension to have but impossible to setup if you are new to it currently.




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    Re: *Request* Tutorial

    i want a "How to program AI in MMF2" tutorial

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    Re: *Request* Tutorial

    Game_Master, I think that would have to be split into several tutorials. AI works differently in every game, depending on what kind of game it is. Can you perhaps name some concrete examples of what kind of AI you want?


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