sporce
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Post by sporce on Aug 22, 2016 1:14:22 GMT
Might there be a way (now or in the future) to adjust the way Timed Waves are counting down, like using FixedUpdate? I have a shmup that on slower hardware, the next wave will begin before the current is (intended to be) over. Elimination won't quite work because I'm using BulletML which is spawning independently of CGK's system. Thanks
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Post by DarkTonic Dev on Aug 22, 2016 2:21:33 GMT
You can do overlapping waves by using just timed waves (not elimination) and firing Custom Events at the end of each wave that has various delays from whatever spawners are listening to it.
Also, you can modify BulletML to use PoolBoss if you like.
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Post by DarkTonic Dev on Aug 25, 2016 4:32:50 GMT
I'm not sure how the wave would trigger before it's over, please describe.
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sporce
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Post by sporce on Aug 26, 2016 18:02:04 GMT
I'm not sure how the wave would trigger before it's over, please describe. Not that exactly... I give one wave 5 seconds, which at full speed is plenty for all the enemies to exit the screen after they're fired/spawned. But if the device is slow, the next wave's enemies are coming in before all the current ones leave. So it seems that while the rest of the game slows, the wave clock is running normally. I also got the kit to link BML+PoolBoss but couldn't quite figure it out at the time -- the pool recognized the enemies but the firing/spawning happens in BML so (apparently) they weren't recognized by the Elim wave. But I'll admit that's worth another look.
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Post by DarkTonic Dev on Aug 26, 2016 18:19:36 GMT
Not sure how that can be solved then.
You may have to use a longer timed wave, then use a Listener (LevelSettingsListener?) to recognize when they all have spawned and skip to the next wave.
Requires coding.
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sporce
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Post by sporce on Jan 20, 2017 19:14:17 GMT
Just an update for anyone else who may share in this:
My solution was to use a Syncro Spawner Listener to track "Wave Finished Spawning." I attached it to the last-spawned spawner in a wave. So once it spawns, another script/FSM pauses LevelWaveSettings, then gets the counts of the enemies/bullets that spawned ("Pool Boss Item Spawned" in PlayMaker). If anything's still onscreen, it waits a second and checks again, then once it's zero (i.e., everything's despawned) , it unpauses and goes to the next wave.
This doesn't fulfill my wish (keeping all spawner timings even WRT performance), but I'm satisfied that it does solve the overlapping waves. Multiple spawners within those waves can still overlap, but that's more workable. And yes, a LevelWaveSettings listener to track completion of the whole wave would work just as well, but I update a GUI number at wave change and would have to pause *that* before everything else is ready, so, either-or.
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Post by DarkTonic Dev on Jan 20, 2017 20:18:00 GMT
Way to get creative!
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