4)To make a long horizontal run, do you:
A. Stretch the horizontal piece to the length you want
B. Place several horizontal pieces next to each other until it reaches the proper length
C. Rotate the vertical piece and then stretch it
D. All the above
E. None of the above.
Answering these questions will help you get that "a-hah."
Wouldn't it be "A" .. it would be the most efficient.. how would I achieve this though? I have no clue on stretching the piece.. I tried to do the old method but that didn't work.
Ahh... you should have studied the demo! The answer is "B"
If you look at the demo (scene two) you will see that the long horizontal runs and vertical runs are actually several pieces placed right next to each other.
Why is this important? Among other things, when you spawn a new piece, you will know the exact x,y coordinates of the next piece. It will always be one 'pipe' distance from the current 'pipe' piece.
@RThurman said:
Ahh... you should have studied the demo! The answer is "B"
If you look at the demo (scene two) you will see that the long horizontal runs and vertical runs are actually several pieces placed right next to each other.
Why is this important? Among other things, when you spawn a new piece, you will know the exact x,y coordinates of the next piece. It will always be one 'pipe' distance from the current 'pipe' piece.
You have just learned principle #3.
This educational series has been brought to you by @RThurman @RThurman -- taking your pipe dreams and helping to turn them into reality!
@RThurman I see a flaw in that.. Wouldn't I have to use multiple spawners to do the job of one spawner? How would I tell the Gamesalad to stop spawning the horizontal pieces? If I have those many spawners & that much extra coding wouldn't that take away from efficiency from the game?
Sure -- there are probably all probably all sorts of 'flaws' that could be improved upon.
But they are not really flaws are they?
Its more like, if you understand the fundamentals then you can manipulate them to achieve something new. For example, after you understand the fundamentals of aerodynamics can you make a more efficient flying machine. And eventually you find ways to misuse/abuse aerodynamics to achieve supersonic flight.
Don't reject the demo just because you might find some (seeming) inefficiencies. Its really a question of effectiveness vs efficiency. Right now, the demo is quite effective. But perhaps later on, you can improve upon the fundamentals and make more efficient design decisions.
@RThurman don't get me wrong, I'm still going to follow what you're telling me. Because the method I tried isn't working. I was just trying to explain why I chose "A" instead of "B". But since the right answer is "B" how would I set up the spawners so it know which ones to spawn, & how far across it should go? If I'm understanding it correctly
@http_gamesalad said:
how would I set up the spawners so it know which ones to spawn, & how far across it should go? If I'm understanding it correctly
I think you might be understanding it correctly, because you asked the question in the way you did.
But isn't your question really just questions 1, 2, and 3 that I gave you? My suggestion would be to go back to scene 2 of the demo and study it out. (And by study it, I don't mean just look at it.) See if you can use the demo to create paths until you can successfully answer questions 1, 2, and 3.
If you really can't stand the idea of studying scene 2 then you can do it another way. Just mock up a similar setup with paper and pencil.
Cut up a bunch of one inch squares. Then put 'walls' on them with the pencil. You should end up with at least 5 horizontal pieces and 5 vertical pieces. Then make at least 2 each of the corner pieces (and label all of them appropriately). Then start laying out a path where you turn corners and such. If you are observant, pretty soon you will see what pieces can be used where. And why!
Comments
Wouldn't it be "A" .. it would be the most efficient.. how would I achieve this though? I have no clue on stretching the piece.. I tried to do the old method but that didn't work.
Ahh... you should have studied the demo! The answer is "B"
If you look at the demo (scene two) you will see that the long horizontal runs and vertical runs are actually several pieces placed right next to each other.
Why is this important? Among other things, when you spawn a new piece, you will know the exact x,y coordinates of the next piece. It will always be one 'pipe' distance from the current 'pipe' piece.
You have just learned principle #3.
This educational series has been brought to you by @RThurman
@RThurman -- taking your pipe dreams and helping to turn them into reality!
Mathtap.com (Android) | Fridgemanager.com (Android) | Breakoutofspace.com (Android)
@RThurman I see a flaw in that.. Wouldn't I have to use multiple spawners to do the job of one spawner? How would I tell the Gamesalad to stop spawning the horizontal pieces? If I have those many spawners & that much extra coding wouldn't that take away from efficiency from the game?
Sure -- there are probably all probably all sorts of 'flaws' that could be improved upon.
But they are not really flaws are they?
Its more like, if you understand the fundamentals then you can manipulate them to achieve something new. For example, after you understand the fundamentals of aerodynamics can you make a more efficient flying machine. And eventually you find ways to misuse/abuse aerodynamics to achieve supersonic flight.
Don't reject the demo just because you might find some (seeming) inefficiencies. Its really a question of effectiveness vs efficiency. Right now, the demo is quite effective. But perhaps later on, you can improve upon the fundamentals and make more efficient design decisions.
@RThurman don't get me wrong, I'm still going to follow what you're telling me. Because the method I tried isn't working. I was just trying to explain why I chose "A" instead of "B". But since the right answer is "B" how would I set up the spawners so it know which ones to spawn, & how far across it should go? If I'm understanding it correctly
I think you might be understanding it correctly, because you asked the question in the way you did.
But isn't your question really just questions 1, 2, and 3 that I gave you? My suggestion would be to go back to scene 2 of the demo and study it out. (And by study it, I don't mean just look at it.) See if you can use the demo to create paths until you can successfully answer questions 1, 2, and 3.
If you really can't stand the idea of studying scene 2 then you can do it another way. Just mock up a similar setup with paper and pencil.
Cut up a bunch of one inch squares. Then put 'walls' on them with the pencil. You should end up with at least 5 horizontal pieces and 5 vertical pieces. Then make at least 2 each of the corner pieces (and label all of them appropriately). Then start laying out a path where you turn corners and such. If you are observant, pretty soon you will see what pieces can be used where. And why!
And then you will learn principles #1 and #2!
Lol -- One pipe piece at at time!