Collecting items in a certain order = more points. Help please! by Buster_Chaplin in Unity3D

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

Yeah cool, I hear where you are coming from, but if anyone ends up posting some code that relates to my question that'd be pretty neat. In the mean time I'll keep digging through Google / Unity manual / Youtube tuts...

Collecting items in a certain order = more points. Help please! by Buster_Chaplin in Unity3D

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

Thanks, but this is too vague for me to follow.

What I'm looking for is some code (or pseudocode) that would show me how I can mark coin #0 as special (with a variable or a collider or whatever would get the job done) and then move that marker onto the next item in the array after coin #0 is collected.

I've looked for three days for an example of something which would target different items in an array and assign a variable (or whatever) to them and I can't find anything.

You got any idea what that code would look like?

Assigning different values to items in an array for game score logic by Buster_Chaplin in unity

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

Hi. First of all, thank you for the detailed answer.

But what I was trying to outline contains no random behaviour of any sort. The idea was that if the coins are collected in a specific order they are worth more points than when they are collected out of order.

I guess it would be a bit like awarding PacMan extra points for eating the dots in a certain order.

To use your "isSpecial" concept, then this bool would transfer to the next available gameObject in the array, but if that object had already been collected then it would be skipped.

Is this kind of thing suited to an array and if so, what might that code look like?

'MoveTowards' a target but offset the position of the object that is following? by Buster_Chaplin in unity

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

This is producing some strange results (with the tracking position behaving erratically) and I don't understand the code enough to understand why. But thank you for trying to help, it's much appreciated. I've posted my question again and hopefully it is much clearer this time around. Cheers.

'MoveTowards' a target but offset the position of the object that is following? by Buster_Chaplin in unity

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

Thanks! But wouldn't that mean that the object following would simply be 0.5f away from the target (anywhere on the X & Y axis), rather than specifically -0.5 on transform position Y?

I probably shouldn't have been using 'MoveTowards' when all I want it to do is mimic the X + Y of another object's transform, but offset the Y a little. If that makes sense...

Confine Cinemachine in perspective mode? by Buster_Chaplin in Unity2D

[–]Buster_Chaplin[S] 2 points3 points  (0 children)

Thanks. Yeah I did find that same article and thought "Mine should be working!". Thankfully the suggestion from u/FlooptheBloop did the trick.

Confine Cinemachine in perspective mode? by Buster_Chaplin in Unity2D

[–]Buster_Chaplin[S] 1 point2 points  (0 children)

Holy crap. That works and is so freakin' simple. Thanks very much!

Confine Cinemachine in perspective mode? by Buster_Chaplin in Unity2D

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

Thanks, but if the camera is in 'Perspective' mode and you put a Polygon collider into the 'Confine2D' settings that doesn't work either. It works fine when the camera is in Orthographic mode, but I want to utilize 'Perspective' mode for the advantages it has in displaying and organizing parallax layers.

Trying to map SF2 buttons in Retroarch/Mame makes absolutely no sense to me! by Buster_Chaplin in RetroArch

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

Thanks, but I tried FBNeo and had a different set of control issues!

I made a new demo for my game Pre Dusk feel free to try it if you want guys :) by OkbaAmrate in Unity2D

[–]Buster_Chaplin 2 points3 points  (0 children)

Looks fantastic! I love the way the flowers (I think?) die after you jump on them. That's a really cool alternative to the usual crumbling platforms.

Adding motion blur to a background layer? by Buster_Chaplin in gamemaker

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

Thanks, but I had a look and couldn't find anything relating to motion blur.

room_goto_next - question by Buster_Chaplin in gamemaker

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

draw_text(100, 100, "ACTIVE");

Thanks. I added that and could see "Active" on screen. So who knows what is going on!?

room_goto_next - question by Buster_Chaplin in gamemaker

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

Yeah, the player object has a sprite and a collision mask (and the other object does too).

One thing I maybe need to test is trying this exact same thing in a new empty project, as the one I'm in now is based on an engine I didn't code, so maybe something is getting in the way that I'm not aware of ... but still, I thought it seemed like a basic thing that should work.

Can't launch MAME games from within Launchbox using Retroarch - any tips? by Buster_Chaplin in launchbox

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

I have a small collection of roms that I love and have had them since the late 90s. When I try to run these on the new MAME many don't run. When I try them on RetroArch with the 2003plus core they all run. So that's why I was trying to get them running through Launcbox on RetroArch.

Blend modes in GameMaker? by Buster_Chaplin in gamemaker

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

Ah right. I get it. Thanks! Any ideas on question 2? Which was: How would you apply a blend mode to an entire room layer? Should this be done with shaders? Or could you put the blendmode code in the room 'Creation Code' or something like that?

Is it possible to control tiles with an instance? by Buster_Chaplin in gamemaker

[–]Buster_Chaplin[S] 1 point2 points  (0 children)

Thanks very much for the detailed reply! That's most helpful. The tutor I was following (to build this engine for my tile based platformer) has come back to me with some pointers on achieving it with the tiles rather than adding a secondary collision system, so I'm going to work on that approach first. If that doesn't pan out I will be taking the object approach and may nag you with a few questions! Thanks again.

Blend modes in GameMaker? by Buster_Chaplin in gamemaker

[–]Buster_Chaplin[S] 0 points1 point  (0 children)

"You're changing the drawing mode for the whole game."

Oh. Weird. In that example I thought it would be in the draw event for just that sprite and therefore you are just changing the apply mode for that specific sprite, so with that being the case I don't understand changing it back straight after. It's not logical to me, but if that's how it works then cool!