Fruit Ninja/tower defence type waves
UtopianGames
Member Posts: 5,692
Hi Guys,
Started work on a new game (giving Bumps artist a chance to catch up so we can start on iPad) and i would like to do a fruit ninja type game but want to get the waves nailed down.
Any idea how to do something similar where you get wave 1...short rest..wave 2 (harder)...rest...wave 3 and so on?
Darren.
Started work on a new game (giving Bumps artist a chance to catch up so we can start on iPad) and i would like to do a fruit ninja type game but want to get the waves nailed down.
Any idea how to do something similar where you get wave 1...short rest..wave 2 (harder)...rest...wave 3 and so on?
Darren.
Comments
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Darren.
Is it the short rest that you were trying to work out?
How about adding a behaviour to the background image that checks for a collision with any actors that have a particular tag (which you would add to all of your fish actors).
If there is a collision, reset a game.attribute to 0 (you will use this attribute as a counter). In the "otherwise" condition constrain game.attribute=game.attribute+1. When it gets to a certain number (whatever you want the delay to be) activate your next wave.
Hopefully that's not as clear as mud!
Cheers
Roberto
Yeah i was thinking along same lines but was wondering if there's a better way as i will have a lot of rules if there's 200+waves.
Also thinking of changing it from score based to level based because of the no online high score in GS and the people that will complain.
Darren.
Assuming game.Level starts at 1
Every: (201-game.Level)*(random(10,20)*.001)
--Spawn Enemy
If timers will work like that, that would give you an enemy every 2-4 seconds at level 1, and would get slightly faster with every new level. You can play with the random generator to get the timing exactly right.
I'm pretty sure there is a tutorial somewhere around here for getting timers to accept variable input...I'll post it if I can find it.
Yeah im not great with the maths...there must be a way, would be great if you find it and it saves me doing 1000 rules lol.
Wave 1 = 1 fish
Wave 2 =2 fish
Wave 3 = 2 fish + hazard
Wave 4 = 3 fish
Wave 5 + 4 fish 1 hazard
You get the idea, i will try and work it out.
Darren.
Then you could use the mod() function to set your hazard waves, and set the number of fishes/hazards for that wave.
Hope that helps a bit, I'm out at the moment but might see if I can knock you something up later if you want?
//red.
One day i might be good at this GameSalad thingy stuff :P
Darren.
I guess either people don't like it (though hardly anyone has actually tried it) or people are not big on Dynamite and Fish. Thinking of changing it's name to 'Angry Doodle Dynamite Zombie Fish Ninja Jump.'
Bumps Lite in total has not done that since release :P
Darren.
Darren.
// red.