I was wondering if there was anything that anyone needed a demo for. I wanted to make some demos for the website, but didn't know what to make one for. If you suggest one, I'll try to do it.
Its ok. I been looking for a way of making a game about this very popular game that I used to play when I was a kid. Its that game where one person count to 10 and then start running after the other players and once he touches another player, that player is supposed to help him catch the others. I am looking for that rule that tell the actor run after any one and if you touch then they help you and each one will run after the ones that has not been touched.So let say that one counts and 10 run. After he touches one, now 2 run after the other 8, then 3 after 7, then 4 after 6 and so on. I tried to do this using the predator x,y after victims x,y but it looks like there can only be one predator at a time because the victims only try to escape from one.
I've been trying to get some help for awhile now with getting a second actor to follow the rotation and position of the first actor. So you rotate the first actor and the second actor follows accordingly.
No the waiting its not necesary its just so people know the kind of game I am reffering to. I am going to be the first one running after the others. What I am looking is for that rule that will make the touched once run after the once who has not been touched and the rule that will make the once who has not been touched try to escape from the once who has been touched. Please if you find the way feel fre to send me an email: lordtarantor@yahoo.com
LordTarantor, how are you making the actors run away from the one it?
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
I would love for someone to take tshirtbooths swinging/hanging demo and convert it to work like a stick figure. with joints at head shoulder hip and knees i've been trying but the math is really a little over my head right now. something like this would be nice to imitate ragdoll like collisions.
By the way, since so many people are coming onto this page, I'd like to put some early screenshots for my newest project, The Mystery of Space, a Myst-like game.
Sorry for the long pause I was working. Ok the predator has a constrain attribute predator x,y self position x,y. The victim has a constrain that state victim x,y self position x,y. In the victim I also have a self attribute called Distance. Then a constrain that state self distance to magnitud(self.positionX-game.predator x and the same for y. then a rules = atribute self distance < or= 70 self active to true ( another self attribute). Then a rule- attribute self active is true acelerate towards game.predator x,y -70 . Up to there everything is fine When they collide with the touched destroy this actor and spawn a touched one. Here is the problem: when there are more than one predators (touched ones) the not touched ones only run away from only one predator. Is like the last predator that arrive to the game is the actual predator. What I need is that the not touched ones try to run away from all predators and not from the last to arrive the game. That is a complete different game...
Asymptoteell said: By the way, since so many people are coming onto this page, I'd like to put some early screenshots for my newest project, The Mystery of Space, a Myst-like game.
I think I figured out why it's not working. If the predators' positions are linked to 2 attributes, (x and y) then I bet the game attributes can't have two sets of data, one from each predator. I think you'll need a completely new actor spawned each time with it's position put on game attributes, with the victim also avoiding this new set of attributes. I think this should work. If not, though, I'll keep trying to figure it out.
So let me see if I got this right because it sounded like the same thing that others has told me and what I am trying to avoid. What you think I should do is every time I spawn a new predator that predator should be a different actor with maybe a different constrain in each one like predator x,y and the second should has a constrain predator x2,y2 and so on. For me this is to much because if I have 20 predators there will be a lot of constraining and every victim will have a rule for each predator. I am looking for a simpler way.
Seems like it'd be mostly copying and pasting. You'd need to make a lot of attributes, and quite a few rules for which predator to spawn, but it seems like it could be just a few hours of work, maybe less.
I think it may be possible if you could make an actor attribute that will change only in the spawned actors, making the actor set its coordinates to different game attributes. This probably wouldn't be any faster than if you made a bunch of different actors, though. Sorry. Asymptoteell
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I hope not to make you regret your offer...
This is as close as I've come to figuring it out but I'm still struggling.
http://gamesalad.com/forums/topic.php?id=3107
Please if you find the way feel fre to send me an email: lordtarantor@yahoo.com
Thanks a lot
Have you constrained the first one's rotation to a game attribute, then set the second one's rotation to that attribute?
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http://lh4.ggpht.com/_UuhyrrJL3hA/TPQ-hTSGQSI/AAAAAAAAABA/zGp0KvD8-0U/Earthsplosion.png
The victim has a constrain that state victim x,y self position x,y. In the victim I also have a self attribute called Distance. Then a constrain that state self distance to magnitud(self.positionX-game.predator x and the same for y. then a rules = atribute self distance < or= 70 self active to true ( another self attribute). Then a rule- attribute self active is true acelerate towards game.predator x,y -70 .
Up to there everything is fine
When they collide with the touched destroy this actor and spawn a touched one.
Here is the problem: when there are more than one predators (touched ones) the not touched ones only run away from only one predator. Is like the last predator that arrive to the game is the actual predator.
What I need is that the not touched ones try to run away from all predators and not from the last to arrive the game. That is a complete different game...
Spawned actors are prototypes.
What you think I should do is every time I spawn a new predator that predator should be a different actor with maybe a different constrain in each one like predator x,y and the second should has a constrain predator x2,y2 and so on.
For me this is to much because if I have 20 predators there will be a lot of constraining and every victim will have a rule for each predator.
I am looking for a simpler way.
Asymptoteell
I think I am going to start working with all the rules.
Thanks again.