Hey all, i have been working on the dynatown 2 game, and i really wasn't gonna do it.But i took the game to my moms house and she loves it.So i thought i would do my idea of the part 2 ,this time i was gonna add some variables like global.electricity and if enough electricity was there then operate the houses and buildings, also i want to create the roaches that are in the story of part one, to actually see them on this one, and when the house or building gets to many roaches on them disable them, i have got the graphics already for the houses that are in part one ,to show disable and repair and such over them.but last night when i got the 18 house objects and the wood buildings done, i was attempting to create the bugs with a timer, and the timer works, it just produces the roach every so often like 1 every second.i can do that part of it, it's just that i have never worked with to many a.i. of the enemy's except for space games, and they generally go straight or i a simple path,this one is a little different they have to be able to go for a house or an object, and add up on the houses i have no idea how
Shit yeah it did. People told me about image_angle before I had registered, and they kept telling me it was in the unregistered version. Fucking Gamemaker Showcase. They're gone now, have been for like 5 years.
yeah i have to place every house,as another object because gonna have upgrades going ,and unless i have a check every 5 secs to see which object is there i just make them as another object my variables are just global.groundclicked 1 through 18 and i just set them 1 through 18 when a land or one of the houses are clicked,and just put if global.groundclicked = number then do something it saves me space to write with in my mind i dont like looking over hundreds of lines of code just to find a small wrong in it
oh yeah im gonna try and make a timer sprite and at the animation end ,place another bug,roach on the houses
Make one generic house object, use object IDs n such if you need to reference specific ones (or have each one generate a unique name)
makes scalability wayyy easier. because while copy-pasting code between 18 different objects seems easier in the short run, making one generic house object that can be used a/n (theoretically) infinite number of times makes debugging much easier in the long run and means you can have lotsa houses