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(1 edit)

That will be a big help, thank you! Also just to point it out, I think you sew it in the image I upload, I'm also using this spawn for an 'ABS' event (use tool the active the 'yellow ground' event and give the player an item) and also for non abs events, not sure if that make any different, but wanted to point this out. 

One  more thing, I sew you have two parameters in the 'spawn' plugin to define  the start  ID number for normal spawn events and another parameter for  start ID for 'abs tool events', I didn't really  understand what is for, are this is just tell the engnie the event I spawn on the map will be ID number 1000, and then next spawn event ID number1001, and so on? are this ID number change by each event or by each 'spawn'(so any amount events in the spawn script will include in one ID)?  why/how this will make any change in the spawn?  I sew some drop fps when I change the number to 1, but didn't understand why, maybe you added this parameter to use it with the  Boundary plugin? if you can add some info about that in the plugin info with some examples for what I will want/need to change the Parameter ID numbers, that will help too. 

I'm looking forward for the demo :) 

About the two parameters:

For Spawn Starting Event Id, this parameter allows for the spawner to start spawning events at a specific ID such that the spawner has its own space to work without interfering with other events, just a clean workspace for the spawner so that you know any events spawned after this number is a spawned event. I defaulted this to 1000. Basically when you spawn your first event its id will be 1000, then the next event will be 1001, then 1002 etc. etc. Now when you unspawn one of these events that eventId will be reused on your next spawn unless that event was saved, if the event was saved then that unspawned event remains in the queue waiting to be respawned, thus an extra event remains on the map. To restore an unspawned event which was saved you need to use Ritter.restoreUnspawnedEvent(eventId). Restoring unspawned saved events can be rather tricky to figure out at first though, its something I intended to expand on to make easier but haven't gotten around to it yet. If you're using thousands of saved events it would likely take quite a bit of reworking the spawner code to handle that really well and would likely need to reuse events which wouldn't preserve their original event ids.

As for the Chrono Engine Tool Event Offset parameter this was implemented because in my testing i found that tool events (when you attack) could sometimes steal some event properties from the final event on your event list. In some cases this interfered with gameplay in a game i'm developing so i created an offset to allow for a null/undefined event to be the final event in the list at all times, this made it so that tool events were allowed to operate unobstructed without grabbing properties from an event which is unintended. I defaulted this to 2000 because you should never have that many events on the map anyway thus event 2000 will be undefined and have no properties to steal. I'm not 100% sure why this happens with those tool events but this was the easiest way to correct the issue. :]

So in short just set the first spawn id parameter to a large number, and the chrono engine offset number to a much larger number.

Also the demo is coming along well and should be ready soon-ish. Trying to make sure I include enough in the demo to be a useful tool to pull ideas from :]

(4 edits)

Thanks for the explanation, sounds like simple but affective way to solve the Chrono engine issue, and yes I'm still worry a bit about the loading save un-spwan' events, my game have day and night system and basically every 'morning' player will be able to 'attack' the ground (and found items) again, that when I plan to restore the 'un-spwan' events. a good example how  to the 'restor' events effectively will definitely going to help, And no rush with the demo (I can't wait though :))