Game Development Community

Schedules ( i think )

by Bruno · in Torque Game Builder · 09/23/2005 (10:17 am) · 4 replies

Hi..,

So far i have used the schedule to pop up the enemys in the screen at certain intervals ( like in the spaceshooter demo) , but this method doesn't give much control on where the enemys will show up, in relation to the world, i may have a tile layer that represents a tower and enemys showing up on top of it.
I could disable the setWorldLimit for the objects, and position them where i want and just wait for the world scroll to be near them , but the clipping would then be disabled, and everything would slow down right ?
Is there a efficient way to do this ?

thanks,
Bruno

#1
09/23/2005 (10:46 am)
Create a new tile layer that lines up with your towers and place marker tiles on the map. In your game check to see when the tiles are drawn and then place your enemies on those tiles. Just before release, replace the graphics of the marker tiles with blank images.

I use this technique in my side scroller and it works quite well.

Here are a couple of pics. The first shows the marker tiles, and the second is with them replaced with blank images. The red and blue crosses are used to place the enemy ships in the world, and the green arrows are movement markers that define the starting and finishing positions of the enemies.

www.philspcmods.com/T2D/tiles1.jpg
www.philspcmods.com/T2D/tiles2.jpg
#2
09/25/2005 (2:22 pm)
Hi Philip,

Thanks for the asnwer, i understand the way you are doing it, it seems it works quite nice, but just one question..,
How do you check if a tile is being rendered or not ?
#3
09/25/2005 (2:54 pm)
Check out fxTileLayer2D.setTileScript() and fxTileMap2D.onTileScript() in the reference and TileEditor pdfs.

Basically, in the tile editor you can set up a value that will be passed to the fxTileMap2D::onTileScript callback when that tile gets rendered.
#4
09/26/2005 (4:25 pm)
Thanks Adam, i'l try it out :)