Using the Panther 1.0 system, I'm making a city game. So far its packed with things and other stuff, but what I'm after is disasters like tornadoes and earthquakes. Here's my little thought: POSSIBILITY-ONE: When _object_ is touching _tornado_ hide
PROBLEM: because its a clone, most likely all the other clones will disappear too
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the clones won't dissapear.
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/When I recieve ['tornado on loose']\
wait until <<touching [tornado]> or <(tornado) = [0]>>|
|if <touching ['tornado']|
|hide
\endif
Clones deal with themselves seperately once created. They have their own local variables, attributes etc so giving them each this script will allow each one to hide or react when touched by the tornado. Simply set the variable "tornado" to [1] or some such figure and broadcast a signal to let the sprites know there's a tornado. The reason for the broadcast and variable is because this way the scripts are only active while the hurricane is moving. Otherwise simply using forever scripts means every sprite is checking all the time, slowing the program down :)
Last edited by sparks (2011-09-04 14:51:46)
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thanks, this will make the game more worthwhile playing! any ideas to make it more interesting? any disasters you'd like to see in it?
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Hmmm, I'm thinking that the number of disasters should be linked to the pollution levels of the game? Do I remember correctly that that's a variable in yours?
I'd like to see all tiles stamp to the same grid, things like the small and large parks didn't line up with each other or the coal factory.
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well, that would mean having everything the same size, and I've never seen a theme park the size of a flat before tbh, here's how it works: The buildings are rounded to 30, and the scrollers on the side of the screen are not smooth because they move in 30s (except when you scroll to the very far edges then they go to like 20 or sommit) but they do go back to normal. The buildings are either 30X30 or 60X60, which means they are already of the same scale. I do not know which of these numbers need changing, and thats the problem.
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And yes, pollution is a factor, although I forgot to add any sort of mayor rating so tbh a bad polluted city makes no difference, but i don't think anyone else has noticed yet! in the next version i'll sort that out, along with the tornado and grid if I can work the grid out.
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on my to-do list:
+ tornado
+ grid (need help tho, read above the above comment)
+ mayor rating
+ what you, the scratcher, says
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