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Thread: Yet another RPG help thread...

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    Re: Yet another RPG help thread...

    Hm. I see a problem with this - won't it destroy all his other enemies everytime he runs that loop?
    The trick would be to use an alterable value or flag to check if the enemy has just been created, and destroy it if it's the wrong enemy - but after that toggle the value to prevent it from being destroyed when a new enemy is added.

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    Re: Yet another RPG help thread...

    Quote Originally Posted by Random
    Hm. I see a problem with this - won't it destroy all his other enemies everytime he runs that loop?
    The trick would be to use an alterable value or flag to check if the enemy has just been created, and destroy it if it's the wrong enemy - but after that toggle the value to prevent it from being destroyed when a new enemy is added.
    Ah yes, very good point Random, but the thing is, the way I have it set up it would change all of there flags on or alterable values, including the ones that were already there, thus returning us to the same problem. I was trying to keep this as simple as possible, but apparently it will require a little more work. I'll upload a new example to the same link in a few minutes.

    EDITk, all done. This one has 5 lines now, two are for asthetics (the bouncing and repositioning), so its really only 3 now. It's just a little bit more complicated so I'll explain it. Each of the created objects has its flag 0 set on when its created to signify its a new enemy, and was not previously there. Then the loop also checks if its new and not the one you wanted, that way only new ones are deleted. I made them bounce back and forth because it looks nicer. The reason for the counter is because of the line:

    +On loop "Load"
    +LoopIndex("Load")=Counter-1
    -Set flag 0 off

    This line signifies that after the loop it is no longer a new object. Normally, I wouldn't need a counter and I would just compare the loopindex to the number of objects in the group. The problem with that is that I am deleting some of the objects during the loop, which would make this event not trigger, and the counter stays constant and thats why it works.

  3. #13
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    Re: Yet another RPG help thread...

    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=88476#Post88476

    This is what I have so far - It's what I've got for saving.

    The flags and all just don't fit!
    I have more than 1 of each enemy.
    I dont know why it doesn't work.
    It doesn't create the enemies.

    PLEASE! I know that at least Brandon doesn't look at other peoples problelms but could someone look at my game and tell me how this is going to work specifically for my game?

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    Re: Yet another RPG help thread...

    Ok I'm kinda sad now. Has anyone even checked out the other forum?

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    Re: Yet another RPG help thread...

    From what I can see you have been helped a lot there..

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    Re: Yet another RPG help thread...

    Yeah, I guess its pretty much turning out to be other people teaching me how to do things. I didn't mean to be so bothersome and so expecting, I was just so eager to get my game on the fast lane. I'm gonna take a break off this game and work on a board game. I'll come back to the RPG after I learn lots more.

    Thanks though, for what it's worth.

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    Re: Yet another RPG help thread...

    I think it's a good decision. With every game you make you learn so much you can use for "that one game" (I think we all have it).

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