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Omnimaga
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BM Battle System
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Topic: BM Battle System (Read 10226 times)
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BCTurk
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BM Battle System
«
Reply #30 on:
January 06, 2006, 04:32:00 pm »
Collision detection I assume.
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Spellshaper
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31337 u53r (Next: 2000)
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This is me. Or maybe not.
BM Battle System
«
Reply #31 on:
January 07, 2006, 01:34:00 am »
exactly!
so... anyone knows?
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dragon__lance
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BM Battle System
«
Reply #32 on:
January 07, 2006, 12:15:00 pm »
still, y would u need collusion detection in battle system? unless the character moves, then just assign the char (x,y) variables like in walking engine?
on a side note: one solution would be to also make a string version of the matrix, then use the command instring(.
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tenniskid493
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BM Battle System
«
Reply #33 on:
January 07, 2006, 12:28:00 pm »
He has multiple characters moving around the screen in his battle engine and I'm assuming he's using this so they don't run into eachother. I don't really have any ideas.
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Spellshaper
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This is me. Or maybe not.
BM Battle System
«
Reply #34 on:
January 08, 2006, 12:06:00 am »
QuoteBegin-tenniskid493+8 January 2006, 0:28-->
QUOTE
(tenniskid493 @ 8 January 2006, 0:28)
He has multiple characters moving around the screen in his battle engine and I'm assuming he's using this so they don't run into eachother.
That
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dragon__lance
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BM Battle System
«
Reply #35 on:
January 08, 2006, 07:24:00 am »
ok, now i understand, here's one method u can use to get location of certain stuff. When u create the matrix used for battle, also create a string version of that matrix. For instance:
[[1,1,1,1]]
[[1,0,0,1]]
[[1,0,0,1]]
[[1,1,1,1]]
a string version could be "1111"+"1001"+"1001"+"1111"
if a number is over nine, just use a letter to represent it. Now when u want to find specific location of a certain number, just use instring(str1,"(object)",1. This will give the location in string of the object ur looking for. Now just convert that number into (x,y) coordinates of matrix. hope i helped
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Spellshaper
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BM Battle System
«
Reply #36 on:
January 08, 2006, 08:54:00 am »
Yay, thx dragon__lance!
*startsexperimenting*
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