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Bir çeviri sorunu bildirin
http://www.clickteam.com/creation_materials/tutorials/download/Animations.pdf
"collision between (I)Group A and (II) GroupA" means that only object (I)Group A is selected when i do an action with Group A, so only one object bounces. But if I add a condition, every object of (II)Group A is selected that fulfills the condition when I do an action with Group A, so in my case more than one object bounced.
I found a workaround: I stored the fixed value of the collision object (I)Group A in a global value and used a fast loop that gets the individual of Group A that has the same fixed value and also checks if a flag (for collision) is turned on, so that I can let only that individual bounce. But after some collisions and bounces, sometimes the objects are overlapping... but thats okay in my case.
Try Stop then Bounce (same event line, but stop first) <- This is only if your objects are "breaking" the collision wall... this is not if the objects are spawned on top of each other.
Edit: Went through this issue on this discussion:
http://steamcommunity.com/app/248170/discussions/0/350544272220820328/
I guess it has something to do with my solution with the fast loop.
do you know another way to check if two collision partners have a flag turned on, and if so, let them bounce? (if i just add a condition, a lot of other objects of that group bounce as well)
also: is there a "good" or "normal" way to start immediately another event by doing an action?
example for this: event is executed -> action: start event x ; event x starts immediately
edit: I struggle with every collision event which uses additional conditions. Does anyone know exactly how conditions affect collision events?
http://www.xable.us/object-scoping.php
This should help with instances and what will bounce
Also, I can easily detect your problem if you give me a bare bone .mfa to work with (it is just easier to understand the issue)
I also avoid fast loops, I try to use for each loop instead which helps with instances.
This document goes over the differences of loops:
http://download.clickteam.com/tutorials/en/fastloop-foreach.pdf
I'll think about how to create a bare bone version and where to upload it tomorrow. Thanks for you support.
Edit: okay, actually I am not sure why a bare bone version is needed. this is what I do:
I use some physic objects (balls) which have the qualifier 'Player'. Some have Alterable Value G = 0, some have G = 1.
only one event:
(green) collision between Group.Player and Group.Player
+ Alterable Value G of Group.Player = 0
Action (Group Player): Stop, then Bounce
Somehow, sometimes (or even all the time) all individuals of Group.Player bounce when two collide, not just the colling ones. If I just delete the condition (Alt. G = 0), collision and bouncing works fine, but this is not what I want.
https://www.dropbox.com/s/tkc85uiecfuvss4/Ball%20Bounce%20Example.mfa?dl=0
Edit: some more articles I know of
Handling Duplicates:
http://www.create-games.com/article.asp?id=1975
Automatic Pairing:
http://community.clickteam.com/threads/63801-Automatic-pairing
Edit2: This is not in my example but I forgot about it and saw it in the article
+ Always
-> Ball: Set "Colliding" to 0
+ "Ball" collides with "Ball"
-> Ball: Spread value 1 in "Colliding"
Now, the two balls which are colliding will have "Colliding" values of 1 and 2, while all other instances will have a value of 0.
CAREFUL, once the runtime loops, all balls will be set to 0, so you need to handle the "Colliding" values after they are spread, but then the info will be lost on the runtime loop. EDIT 3: Oops, I had to read the runtime loop a bit again, these "Colliding" values should be handled before the Always condition, because of the way the runtime loop is handled.
EDIT 4: Updated example:
https://www.dropbox.com/s/maw3lrjrhlithh0/Ball%20Bounce%20Example2.mfa?dl=0
I changed your example mfa and it worked correctly. In my game it doesnt work, because the objects in my qualifier are cloned, not duplicated! If you have different objects in one qualifier and you add a condition to the collision, suddenly all individuals are scoped! Don't know why. Actually, that looks like a bug to me?
Edit: barebone version
Edit: changed link
https://dl.dropboxusercontent.com/u/13593202/barebonenew.mfa
You should check out this workshop item I made it gives you the main concepts and all the different ways to do the same thing. Also in this example you can see how I use 1 Object with 10 different frames to give the appearence of 10 different objects.
http://steamcommunity.com/sharedfiles/filedetails/?id=794973882
I will check out your file, and see what I can do with the qualifier and different clones (not duplicates)
Do you have a better website where I can download this?
Sorry but this website is pure junk and full of all sorts of nasty things.
^^^ WARNING TO EVERYONE ELSE ^^^
Edit: I used an old computer of mine to try and download it, I was unable to retrieve the file. Just ran into tons of fake ads trying to get you to download other things. (fake Microsoft Virus ... etc.)
However, here a new link (after I dug out my old account):
https://dl.dropboxusercontent.com/u/13593202/barebonenew.mfa
edit: any ideas?
sorry got side tracked... I will look at it later when I can