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Re: Activation Regions

Posted:
Sun Aug 21, 2011 6:30 am
by skydereign
When you leave an activation region, all actors in it are destroyed, but are recreated when you enter again. The only ones ever fully destroyed from the region are ones destroyed with the DestroyActor call.
Re: Activation Regions

Posted:
Sun Aug 21, 2011 8:30 am
by foleyjo
Thanks Sky
just 1 further question relating to this. My previous question was regarding the view leaving the region but what about actors leaving a region.
I'll use an example. Say in your game you have a rocket launcher. The Rocket is fired up and out of the view and then eventually falls back down to the ground.
When this actor leaves the view is it destroyed?
Re: Activation Regions

Posted:
Sun Aug 21, 2011 9:49 pm
by lcl
foleyjo wrote:Thanks Sky
just 1 further question relating to this. My previous question was regarding the view leaving the region but what about actors leaving a region.
I'll use an example. Say in your game you have a rocket launcher. The Rocket is fired up and out of the view and then eventually falls back down to the ground.
When this actor leaves the view is it destroyed?
Not if it only leaves the view, but if it leaves the activation region, it will if I'm not mistaken.
Of course you can do a little test with a text actor telling the ActorCount() of rocket so you can see is there a rocket or not.

Re: Activation Regions

Posted:
Tue Aug 23, 2011 6:24 am
by ESL
I am still having trouble getting this to work. I want the view to move to view.x=3192 and view.y=-1056 after the enemies 1, 2, and 3 have been destroyed.
Any idea on how to make it work?
Re: Activation Regions

Posted:
Tue Aug 23, 2011 10:38 am
by skydereign
First, a couple of suggestions that will help you out. One, it is a lot less likely that someone is going to help you if you put the data like that. The best format to upload your ged is to have a directory, with the ged and data directory inside. Of course the data directory will be filled with the images you attached. Then you just zip that up, so we can simply load it and figure out how to help you. Now, my other suggestion is to use the script editor. I managed to load your game, and checked the laser's collision events, and... yeah. You have generally two to three of the same actions for every event, namely collision events tied to lettered actors A-Z. That is a lot of events to look at. Also, each of these actors has a collision event with the laser (which generally is unnecessary). From what I've seen, it would be much easier to instead have a single actor for your A-Z, and use a variable to determine what type of enemy it is. But, back to the point, in script editor, you have one event, that can call those three actions which makes it a lot easier for us to read (and will make it easier for you to read).
Now to address your question, you do not have enemies 1, 2, and 3. So, do you mean for the code to trigger when there are no enemy actors (I am assuming actors A-Z are your enemy actors). If so you would have to either put it in a collision event for every actor, checking if the total number of enemy actors is 1, or use a variable and put that code into draw. I'll need to know more about what you are going to do before continuing, as if you do plan to change things from the way they are now, then the solution will change.
Re: Activation Regions

Posted:
Tue Aug 23, 2011 11:46 am
by ESL
well, long story short, I am an English teacher in Korea and the kids are generally more interested in playing video games than learning English so I want to make a game that causes them to learn English. In the first part, they are attacking the Planet English, which shoots letters at them, then noun and verb spaceships attack. Then second level requires them to complete sentences to go through gates of a city, called Sentence City, in the third level, they ascend a pyramid by translating sentences from Korean to English in order to go up one step. At the top of the pyramid, they are rewarded with The Great Sticker. That is the first game, I have other ideas too, all geared towards making it a challenge that requires them to know English (correctly)to win the game.
Ideally, it would also have voices to teach listening skills and voice response to teach speaking.
I agree, my approach is rather tedious, but I don't know much about programming except from reading and the tutorials.
Re: Activation Regions

Posted:
Tue Aug 23, 2011 12:15 pm
by schnellboot
I'm Korean
are you 학교선생 oder 학원선생?
Re: Activation Regions

Posted:
Tue Aug 23, 2011 12:28 pm
by Jagmaster
schnellboot wrote:I'm Korean
are you 학교선생 oder 학원선생?
I thought you were German

Hey, I think it's really cool that you're using GE games as part of a "curriculum". Part of me has always wanted to do that; and I agree, kids will be much less bored and distracted playing a video game. +1 for creative teaching!

Re: Activation Regions

Posted:
Tue Aug 23, 2011 12:36 pm
by schnellboot
actually I'm Korean but I live in Germany so.. xD
Re: Activation Regions

Posted:
Tue Aug 23, 2011 12:40 pm
by Jagmaster
Oh, that's cool.

Re: Activation Regions

Posted:
Tue Aug 23, 2011 12:59 pm
by ESL
미국사람입니다 대학교 교수 하지만 도 오리니가 가르치요
Re: Activation Regions

Posted:
Tue Aug 23, 2011 1:22 pm
by schnellboot
hm.. and they're interested in playing games? wow hahas
Re: Activation Regions

Posted:
Tue Aug 23, 2011 1:25 pm
by ESL
The boys seemed to be obsessed with it. The girls, just some. But college students get their fair share in too.
Re: Activation Regions

Posted:
Tue Aug 23, 2011 2:10 pm
by schnellboot
lol my cousin is studying all day and has no time to think bout games ^^
Re: Activation Regions

Posted:
Tue Aug 23, 2011 11:18 pm
by ESL
Can you give me some examples?
"From what I've seen, it would be much easier to instead have a single actor for your A-Z, and use a variable to determine what type of enemy it is.
If so you would have to either put it in a collision event for every actor, checking if the total number of enemy actors is 1, or use a variable and put that code into draw."