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Thread: Random questions about my game

  1. #51
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
    happygreenfrog's Avatar
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    There is actually an object that can make the process of calculating the distance easy. It's called the "Advanced Direction Object". Two of the expressions it has can calculate distance (if I remember correctly, the difference is that one uses decimal points and the other doesn't).

  2. #52
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    There is an example on my website demonstrating sound getting louder and fainter as you get closer or further away from an object. 3D Sound

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  3. #53
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module

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    Great example Marv.

    Only a bit too complicated for me to edit the way I want it to work.
    I managed to get the volume working correcly when there's a fire. but it does not seem to work when there's two or more fires. It then just locks the sound to the newer fires, leaving the old ones soundless. Is it possible to apply the soundeffect to all same objects? In this case: all the fires - to have their own firesound.

  4. #54
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    nivram's Avatar
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    Quote Originally Posted by AndyBazooka View Post
    Great example Marv.

    Only a bit too complicated for me to edit the way I want it to work.
    I managed to get the volume working correcly when there's a fire. but it does not seem to work when there's two or more fires. It then just locks the sound to the newer fires, leaving the old ones soundless. Is it possible to apply the soundeffect to all same objects? In this case: all the fires - to have their own firesound.
    The author is actually Eliyahu and I have not heard from him for awhile. I also have not had much of a chance to play around with the example, beyond the initial testing.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  5. #55
    Clickteam Clickteam
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    Quote Originally Posted by AndyBazooka View Post
    so if the parent spark dies. does the paired lighteffect die too? (destroyed) or do i have to create a separate event for this
    MMF2 only does the pairing, if you want to destroy them both then you'd have to do them in the same event too, it's the same concept just reversed in actions.

  6. #56
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module

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    I am trying to make the enemies in my game avoid colliding into eachother and gaining up into a big pile when chasing the player. Since we're talking about 2.5D, this has proven difficult, since there's also a Y-axis involved.

    At the moment iv'e managed to make them avoid eachother when not chasing the player. But when they chase the player, their movement change to Bouncing ball and always looks at the player = always follow you, wherever you go.

    Is there any good example file out there that i can use? I want to pull away the enemies from eachother when colliding. Kinda like two non-matching magnets.

    enemies piling up.jpg
    This is what it looks like now. Really ugly and not random at all. They just line up. I want them much more spread out.

  7. #57
    Clicker Multimedia Fusion 2 Developer

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    Quote Originally Posted by Danny View Post
    Pick One of ("Active"): Movement Set Speed (5+Random(11)) - This will select objects at random and not in any kind of unique way
    this is freaking awesome bit here danny, and i plan on using this for my game. a quick question however:


    could i substitute Movement Set Speed variable with say, alterable value B of active i'm referring to? this way i could essentially randomize all values of all instances of "Active"'s alterable value b, then I could later define what alterable value b actually affects in another statement.

  8. #58
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    happygreenfrog's Avatar
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    You could if you wanted to.

  9. #59
    Clicker Multimedia Fusion 2 Developer

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    the reason i say it's awesome is because i've never found a use for the "pick one of" command, and it's perfect when you need to set values for every single instance of an active in a single line of code (so long as the value doesn't have to be extremely specific)

    cheers

  10. #60
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    Yeah, it is handy for that. There are actually even better ways of doing it, such as using the ForEach object. Just wondering, but are you using the demo or are you using the full version of MMF2?

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