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Thread: I can't come up with a good title to describe this...

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    I can't come up with a good title to describe this...

    Hi!

    I am creating a Crash Bandicoot fan game using the Platform Movement Object. The game will have Bounce Crates http://crashbandicoot.wikia.com/wiki/Bounce_Crate but I'm having problems with them. I mean, character should be able to jump on the crate 10 times and then it would be destroyed. I do know what to do if crate needs only one jump to be destroyed, I just don't know what should I do if it needed ten jumps. I would use counters but it would demand an enormous amount of work to make an own counter for each crate since every level should include many bounce crates. Additionally, using only one counter for all the bounce crates would affect all of them and counters would be a very unpractical way anyway.

    I have tried to put it like this:
    Crate breaking detector under legs overlaps Bounce Crate + Repeat 10 times -> Destroy Bounce Crate, Jump Platform Movement Object. That will destroy the crate after the first jump (kind of obviously).

    This should be a basic thing but I just can't get it. Maybe I need to use Alterable Values but I'm not sure because I have almost no experiences of them even though they are important.

    Thanks.

  2. #2
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    If you add 1 to an alterable value of the crate upon bouncing on it. then check if alterable value is > 10 destroy. That should give you what you are after.

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    Oh, it was that simple. Thanks a lot!

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    I don't know if this will help, but here is simple example using a counter and grouping the crates. When you run this, use the shift key to jump, when the stickykey window pops up, select "ok" then hit the shift key again and it will jump by itself.
    Attached files Attached files

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    ^I'm not sure about that's practicality in any game but it does work. Maybe I just don't understand its possibilities. Anyway:

    Even though the first problem was solved, I encountered a new one which is more complicated. It has something to do with the first problem so I just decided to post it in the same topic since the game is same and I don't think that I should make a new topic for it.


    TNT Crate: http://crashbandicoot.wikia.com/wiki/TNT_Crate

    First I just thought that I wouldn't include these in the game due to their complexity but I decided to try but ended up asking for help here. So, when the character touches the crate or jumps on it, its countdown (3-2-1-BOOM!) starts. The countdown lasts 3 seconds and then the crate will be destroyed. The tricky part is that only the first jump on the crate should bounce the player but others shouldn't. I'm basically completely in over my head (not sure about that idiom ) but at the same time I would like to have these crates in the game. I tried to work a bit with crate's animations but it didn't work out very well:

    Character's crate breaking detector under legs is overlapping TNT Crate -> Change TNT Crate animation sequence to detonating AND Jump character*

    and

    Test for obstacle overlap*
    +Character's sensor is overlapping TNT Crate -> Change TNT Crate animation sequence to detonating AND Selected object overlaps an obstacle*

    and

    Animation detonating is over (TNT Crate) -> Destroy TNT Crate

    *These are part of the Platform Movement Object thingy

    By doing this everything works except that bouncing thing. The character should bounce only once after jumping on the crate, now it bounces until the TNT is destroyed. I think I need to use a lots of Alternate Values again but I don't know how. If I can't get this work I could leave it this way or make so that the character can't bounce from the TNT at all. but *ll just ask here first.

    I hope that you understood my gibberish. Thanks!

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    You could set a flag on the crate that indicates that its been triggered.
    if bandicoot collides with tntcrate and flag is 0 - bounce bandicoot, setflag 1 on tntcrate.

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    danworth is correct. To clarify, you'd need: Flag 1 is off and Crash collides with crate, Crash jumps (using PMO event), set Flag 1 on. That's what 0 and 1 meant for the Flag, but in the event editor that's not what you actually do unless you're using an alterable value instead of a flag. I sometimes prefer using alt values instead of flags just because I can name the alt value. If you have a bunch of flags it can get confusing. But for something as simple as this it shouldn't matter.

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    Perfect! Thanks to you guys!

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