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- deck26
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1000+ posts
Orb Engine
So what do you still need help on?
My current version does most of the things you were asking about including dragging and dropping orbs and swapping them. If there's anything I've done which you really can't understand even after trying hard feel free to ask. It's important that you understand how it all works but you'll learn more by working through it yourself than just repeatedly asking questions.
My current version does most of the things you were asking about including dragging and dropping orbs and swapping them. If there's anything I've done which you really can't understand even after trying hard feel free to ask. It's important that you understand how it all works but you'll learn more by working through it yourself than just repeatedly asking questions.
- spyrofan
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74 posts
Orb Engine
Ive got it figured out thank you but i was wondering to save myself alot of time and sprites i have 5 differnet types of dragon Fire, Water, Earth, Dark, and Light i was wondering is there some compact way i can store all of the diiferent sprites for one type of dragons because each dragon has different stats
- spyrofan
-
74 posts
Orb Engine
because in the fire i might have 50 dragons but each dragon has a different
Attack Stat
Defence Stat
and so on a so forth
Attack Stat
Defence Stat
and so on a so forth
- deck26
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1000+ posts
Orb Engine
I'd have to know more about what the dragons actually do.
Your main options are one dragon sprite with 5 costumes or 5 separate sprites. But how much does what they do overlap and how much does it differ. If you have 50 dragons with different stats you probably just need a list for each stat - so dragon clone 23 gets it's health from item 23 of the health list.
Your main options are one dragon sprite with 5 costumes or 5 separate sprites. But how much does what they do overlap and how much does it differ. If you have 50 dragons with different stats you probably just need a list for each stat - so dragon clone 23 gets it's health from item 23 of the health list.
- spyrofan
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74 posts
Orb Engine
Okay ill give you an example
Red Dragon:
Attack: 500
HP: 200
Recovery Unit Value: 80
Rarity: 2 Star
Exp to next Level: 8000
Special move: Flame Blast
Special move effect: does 1000 damage
Flame Archer:
Attack: 60
HP: 500
Recovery Unit Value: 250
Rarity: 3 black star
Exp to next Level: 4000
Special move: Flame Arrow Volly
Special move effect: does 200 damage to each enemy
Red Dragon:
Attack: 500
HP: 200
Recovery Unit Value: 80
Rarity: 2 Star
Exp to next Level: 8000
Special move: Flame Blast
Special move effect: does 1000 damage
Flame Archer:
Attack: 60
HP: 500
Recovery Unit Value: 250
Rarity: 3 black star
Exp to next Level: 4000
Special move: Flame Arrow Volly
Special move effect: does 200 damage to each enemy
- deck26
-
1000+ posts
Orb Engine
That's an example of some of the data to be held which doesn't really tell me much. It's like saying you want a sprite to move over the landscape and saying his hat is green but not saying anything about how he moves or how the landscape is represented!
Ask yourself the following questions.
How many dragons will be on screen at once (maximum)? That should help decide how sprites/clones are to be used. For example if only one dragon ever appears at once you could probably manage just with different costumes.
How is their behaviour the same and how is it different? That should help decide whether you need a different sprite for each type of dragon or different costumes will do the job.
You mention damage to each enemy so what does the enemy do, how does it behave, what kind of collisions/contact/distance are you going to have to detect? Again these can help make the decision about sprites or clones or whatever.
The data side is trivial. You can either have a list for Attack, another for HP etc etc and each type of dragon has an index that corresponds to the lists or, depending on how the coding is done, you could have a separate list per dragon - so item 1 is Attack, item 2 is HP etc.
Work out what you're trying to achieve for the whole project, not just the next step, and think about different methods of doing things.
Ask yourself the following questions.
How many dragons will be on screen at once (maximum)? That should help decide how sprites/clones are to be used. For example if only one dragon ever appears at once you could probably manage just with different costumes.
How is their behaviour the same and how is it different? That should help decide whether you need a different sprite for each type of dragon or different costumes will do the job.
You mention damage to each enemy so what does the enemy do, how does it behave, what kind of collisions/contact/distance are you going to have to detect? Again these can help make the decision about sprites or clones or whatever.
The data side is trivial. You can either have a list for Attack, another for HP etc etc and each type of dragon has an index that corresponds to the lists or, depending on how the coding is done, you could have a separate list per dragon - so item 1 is Attack, item 2 is HP etc.
Work out what you're trying to achieve for the whole project, not just the next step, and think about different methods of doing things.
- spyrofan
-
74 posts
Orb Engine
All dragons of the same type behave the exact same all i need to know is can i hold all of the fire dragon sprites in one sprite and still keep their stats different
- deck26
-
1000+ posts
Orb Engine
Well, the orbs at the moment don't have any lists indexed by orb number so there's no obvious comparison. But in terms of a single sprite with multiple costumes representing different things, yes, there is a similarity.
- spyrofan
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74 posts
Orb Engine
Okay well i thank you for your help i pretty sure ive got it from here 

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