Object Generator.

Got a cool idea that should be in R'n'D? Let's hear it!

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Object Generator.

Post by Guest »

A useful thing to include in the game if someone finds it worthwhile.

Object Generator.

Create any object at given direction left,right,up or down of generator.
- Set start time (or some event that starts it like score or emeralds collected.).
- Interval time (not to small, not to flow the map with critters etc.).
- Stop time (overrides num of objects).
- Number of objects to create (overrides stop time).

If some object at spawn point no generating.

Object generating type random or selectable object(s).
Random time.
Selecting (random) only living objects.

(Able to generate even a bomb that blows it up or another generator..)

Destructible by explosives.

Sound: Some before starting generating..and when fisnished.
Graphics: One block (tile) machine graphics.

Well the main use of this generator would be creating rocks, gems or critters
but could be used for other purpose like a dynamite factory or generate an exit.
The main problem would be to create an easy setup interface for this generator.
Note: The generator is set beforehand in level editor not in game.


CEEL
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Rockford4ever
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Post by Rockford4ever »

Hi Ceel, (you're here for a while but I forgot to say already: Welcome to the forum!)

If you would like to do a object generator, then use Custom Elements.
I hope you know about them, it's probably the coolest part of R'N'D.
Have a look at BD2K3 by Alan Bond. There is an object a "generator", study it with the config page of the CE's. ;)
Random time is possible with random delay.
I think the "Random replacement percent" is also useful, but I don't know what it means... Help, please?:)
You could use more CE's for more changes. For example:

You have a CE1 (# is the graphic) that changes in 1 sec. with extended change target:

Code: Select all

R R <-Rocks
 @  <-CE2
B B <-Bombs
Where the @ is CE2.

CE 2 does the same, but with this content:

Code: Select all

N N <-Nuts
 #  <-CE1
D D<-Diamonds
And now it could "loop" with outputting Rocks and bombs, then Nuts and Diamonds, and the graphic would change but if you give them the same graphic it would be fine! :D
Hope I can help you with that freaky, freaky info ;)
Guest

Post by Guest »

Hi man!
Interesting..
Well
I'm in no hurry for the time being of this generator.
Has been thinking of this type of object since long.
Have only glanced some at the CE and seen you can do some
own customized config stuff as seen in some levels and discussed here.
I think I could possible do something if I was desperate
and will likely play with CE out of curiosity if not else.
The CE config feels a bit confusing at first glance
and not investigated how powerful it is I've 'ignored' it (until now).
It needs some experimenting (and a mini manual?) to get a feel for it I belive.
Although not too complex it is not for everybody, very nice though included.

I was rather thinking if or when the Big Boss (Holger)
(or someone..) finds inspiration and time to implement
something like it into the 'main code' objects for the CASUAL player as well.
I guess he knows his code and how to do it best.
Since this is the section of new ideas I realize that not all
needs can be met.
But I think this could be a 'predefined' MAIN object (tool) in the game.
Having a flexible 'simple' generator, you could do some 'strange' stuff.
But this is maybe the CE config then..though a bit more complex
setting up than I would like.


CEEL
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Rockford4ever
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Post by Rockford4ever »

Ceel wrote:I was rather thinking if or when the Big Boss (Holger)
(or someone..) finds inspiration and time to implement
something like it into the 'main code' objects for the CASUAL player as well.
I guess he knows his code and how to do it best.
Since this is the section of new ideas I realize that not all
needs can be met.
But I think this could be a 'predefined' MAIN object (tool) in the game.
You have a point there, but once the EMC "Magic Ball" is usable in the RND-engine, your worries are over! ;)
We'll just have to wait 'till the next pre-release... Or v3.2.0! :(
Ceel wrote:It needs some experimenting (and a mini manual?) to get a feel for it I belive.

Although not too complex it is not for everybody, very nice though included.
You are darn right about the mini manual... If only the RND Wiki would'nt be down! :(
I bet that the needed documentation has been mentioned for over 20 times by now :lol:
And BTW, become a member! It's free, after all, and you aren't called "Guest";)
Guest

Post by Guest »

Some magic you say, though I don't remember ever used one it sounds good.
After checking it out, It was really spot on what I was seeking! How strange.
Had those elements switched off in editor:(.
This VERY useful object should be imported to the main R&D element set as soon as possible and made functional !
Adding more options to this should also be done.
This object is as important as the CE hype in my eyes.
Have to wait for the next release and hope some of the issues and this has
been overlooked by then.

I think it's good to be able to post without logging
and be so formal at every board you're at, just a name in the sidebar really.
People seem to behave around here so no big deal.

I think I've made my main points here right now nevertheless.
What I'll probably do is send in a MP levelpack in the (near) future.
Thanks for the info;).

CEEL
Guest

Post by Guest »

Magic ball for R&D.
Although it works pretty fine in it's original state
some additons could be made.
Option :
- Able to destroy (overwrite) current object at spawnpoint also.
If this selected the ball could turn into a different color or something
to distinguish it from the default.

- Max objects to create or cycles to run
- Self destruct option after finished work.
- (Start-, stoptime, not sure if needed at all)

I was also pondering if you could have many pages of the ball config somehow
since all balls will do the same work and you would like more than one.
But maybe not necessary after all since you can embed it in indestructible wall type
and have an empty space at different positions and create some special object there.
An acceptable solution though some problems.
The ball switch also effect all balls if used.
This option can have low priority for now.

This ball could also be handled by game events somehow.
(Score, time, player inventory (check if player have a specific key or whatever))
As I haven't used it only thought of it as of great potential.
The ball switch could also be used by some other mechanism and not only manually by player.
So this for later if needed.

And although I like the sound it's quite annoying after awhile.
Don't know.
Maybe rework it (more quiet and pleasant) or replace it with some less intrusive
low hum noise that blends more into the game so you dont notice it so much.
The sound could also have a mute option.
Dont' know either if it should be heard less as now when not visible,
better no sound at all or at lower rate and more quiet.
Leaving it to the programmer to decide.


CEEL
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Holger
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Post by Holger »

Hello CEEL! Rockford4ever is right: The EMC magic ball is what you are looking for -- and it's already finished in my working version (and will soon be available in the new 3.2.0 (with "soon" as in "as soon as possible" ;-) ).

As you described, there are indeed some additional features that might be useful for such an object generator. As it's very easy to build such an object generator using CEs (once you got the basic idea of CEs), I think I will keep the functionality of the magic ball in the EMC and in the R'n'D engine the same (to prevent confusion), so people who want more should just build what they need with CEs. Especially such an object generator is very easy to build using CEs, so a pre-configured object generator will always miss some special features you might just be thinking of. :-)

Try it: Just take one single CE, let it change to itself after 3 seconds, and let it change using an "extended change target" with the CE itself in the middle and those elements it should generate at some position around it -- that's all! :-)
CEEL

Post by CEEL »

Hi,
I understand your point and the lack of time to do everything.
My point is not here that you can't create very special stuff in CE.

But to me this Magic ball is really an essential part of a future
R&D game as rocks and diamonds in a level.
This tool should really be encouraged for EVERYONE to use.
This is really a flexible tool that can be used in such many unthinkable ways
already.

I belive these 3 options below only would multiply it's use and would satisfy most (and me).

- Able to destroy (overwrite) current object at spawnpoint also.
If this selected the ball could turn into a different color or something
to distinguish it from the default.
- Cycles to run.
- Self destruct option after finished work.

Sorry for nagging,
You can put it at the bottom of your certainly crowded list.
If we could see it in version 3.30 it would be fine, if not OK.

Thanks

CEEL
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Darkon
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Post by Darkon »

I dont understand what the problem is CEEL, CE's are pretty easy to use, is it that you dont fully understand what each of the options do?
It just seems like your trying to avoid using CE's at all.

As Holger mentioned, it really is that easy to make an object spawner and it wouldnt make much sence for the Magic Ball to have more options than it was originally intended to have since its an EM element.
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Rockford4ever
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Post by Rockford4ever »

Holger wrote:Hello CEEL! Rockford4ever is right: The EMC magic ball is what you are looking for -- and it's already finished in my working version (and will soon be available in the new 3.2.0 (with "soon" as in "as soon as possible" ;- ) ).
If you have a version with the magic ball working, you should (if you can) imediatly release a ver.3.2.0-7 with the magic ball working! ;) (but if you are planning on doing it in 3.2.0 it's also good! I still hope you are working on it a lot, so we get to see it before 2007...;)
And are the EMV6 graphics ready now? I wanna see a screenshot or so when they are!)
CEEL

Post by CEEL »

Hi Darkon,
I have looked some into CE and it's really good and not hard.
But when we have such a great tool as the magic ball
why not insert some extra 'obvious' functions missing which should
have been included in the original.
So that not all have to do their own extra balls.
Very convenient to get rid of that.
Most would certainly like those functions in the original.
It's like saying why not make your own rocks also since you can do it.
CE is something I will experiment alot with
even if not for levels only because it's fun.
Some younger fellows and casual as new players could also have it
easier and faster using a preset better ball.

CEEL
Guest

Post by Guest »

Rockford4ever:
> If you have a version with the magic ball working, you should (if you can)
> imediatly release a ver.3.2.0-7 with the magic ball working!

There will soon be a new pre-release, and it will (hopefully) be the last pre-release before the final 3.2.0. I have added the last EMC element that was still missing -- the android. This was also the hardest element to add, as it can move diagonally, which was totally new to the R'n'D engine. Now there are only some slight changes left to do with the EMC graphics engine (for the springs slurping robots, for example -- this is something which won't be added to the R'n'D engine in 3.2.0). After that, and after all unit tests ran without errors (last night there were still a lot of bugs) it should all be tested in 3.2.0-7, which can then be released as the final 3.2.0, if no futher show-stopper quality bugs are found. Probably I'll bundle it with one or two original EMC level sets, which could also need some supervision before the release.

> And are the EMV6 graphics ready now? I wanna see a screenshot or so
> when they are!)

Do you mean the EMC V6 graphics for the R'n'D engine (which are 99% ready indeed), or the original graphics for the EMC sets? For the last one, there are dozens of original artwork sets ripped off from their respective original ADF disks, so you will be able to play most of those hundreds of EMC sets with their original, classic graphics and sounds.

CEEL:
> why not insert some extra 'obvious' functions missing which should
> have been included in the original.

Well, the main reason is that I want to prevent the same elements behaving differently in both engines. This is already the case for quite some elements (like the spring), and will be only confusing for most people. On the other side, there are no plans to add such new features to the EMC engine. So the solution would be to create an additional magic ball with more features than the original EMC magic ball, that does not exist at all in the EMC engine. This would also make it easier to give it a different graphic, which would not easily be possible with only one magic ball, which would be defined to be either blue or red, but not both (for example).
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Post by Holger »

That was also me... :-/
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Rockford4ever
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Post by Rockford4ever »

Holger wrote:Do you mean the EMC V6 graphics for the R'n'D engine (which are 99% ready indeed), or the original graphics for the EMC sets? For the last one, there are dozens of original artwork sets ripped off from their respective original ADF disks, so you will be able to play most of those hundreds of EMC sets with their original, classic graphics and sounds.
Ah, that's great news! (it's great news that the EMC V6 graphics for RND are ready, and that all the original graphics and sounds for the EMC caves are added! Unbelieveable!) Well, do i get to see a screenshot? I really want to see the EMC V6 Graphics in action on an RND screen... It's so awesome! :D Can't wait for 3.2.0!

EDIT: This was my 50'st post! ;)
CEEL

Post by CEEL »

Ho Holger,
Can't the extra options show up generally in R&D engine only then.
-
I made some crude different type of testgenerators easily after tipped here
you could use CE for the task.
But optimal would be to have ONE preset power generator like the ball.
A swiss knife sort of generator able to do multitude of tasks easily.
Even if you use 10 of those doing very different tasks simultaniously all could be done
with ONE object (and configured like pages I guess or what's best, if possible that is.)

But really, I think we could go with only those 3 added options mentioned above in a ball.
With some creativity it can be used in a lot more ways than the default.

But if you are making somekind of a power generator for R&D I suggest people
make their requests for this if they know useful 'quick' options we could need.
Take the time and release it IF or WHENEVER it's ready then.
Rotation and sound could also be a characteristic here.
I close this subject for my part here and will go with WHATEVER comes out of it.

And finally I must say it's would be good to improve the main game objects
more and not refeer news to CE as default if it would gain most (and time..).

CEEL
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