Random placement of objects with a 'bourder'

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Post » Thu Sep 28, 2017 11:45 pm

TRMG wrote:@brunopalermo It's very basic stuff, like if the spaceship is overlapping the blue circle, it applies a force towards the center of it and if it touches the base, it destroys the ship.
But the base needs to be in place before the player can play, otherwise a base could spawn right in front of them...


Like I said, you could use a loader and an invisible layer. When everything is spawned you make the layer visible and let players play.

Anyway... I just finished the capx with the hexgrid.

https://www.dropbox.com/s/ggk6caxje7i6m ... .capx?dl=0

See if this helps. Cheers.
Bruno

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Post » Fri Sep 29, 2017 9:36 am

brunopalermo wrote:Like I said, you could use a loader and an invisible layer. When everything is spawned you make the layer visible and let players play.

Anyway... I just finished the capx with the hexgrid.

https://www.dropbox.com/s/ggk6caxje7i6m ... .capx?dl=0

See if this helps. Cheers.

Oh, so I would stop the players with a variable or something and let them play after the bases have been spawned. Got it now, sorry for being so slow...

Thanks for the hexgrid capx!
It looks a bit too much like it's on a grid for this project, but I'll keep it in mind for later ones.

Thank you for the help!
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Post » Fri Sep 29, 2017 11:19 am

TRMG wrote:It looks a bit too much like it's on a grid for this project, but I'll keep it in mind for later ones.


Yeah... I thought that would be a problem. Even though it's faster and safer.

But... You could use the grid, with slots bigger than the range you want, and add a random misplacement, to remove this grid feeling.

Well... Glad to help.
Bruno

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Post » Fri Sep 29, 2017 1:18 pm

Here you go. Hexgrid with a random misplacement. It does feel more natural.

https://www.dropbox.com/s/lylbpnbte4mfd ... .capx?dl=0

You just have to tweak the values and find the optimal configuration for your needs.
Bruno

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