+northernpenguin Posted February 3, 2009 Share Posted February 3, 2009 (edited) Not sure what this post is about (came up blank when I went to read it) ... but I'm actually working on a Towers of Hanoi cartridge for my next cart (hence the object/zone detection question earlier today) Edited February 3, 2009 by northernpenguin Quote Link to comment
Firemeboy Posted February 3, 2009 Author Share Posted February 3, 2009 That is strange, I wrote a message, and obviously it didn't come through. Yeah, I'm working on a Towers of Hanoi cartridge and I'm having a devil of a time. I think I've finally gotten it figured out, but it's ugly. I'd be interested to hear how you're doing it. Quote Link to comment
Ranger Fox Posted February 3, 2009 Share Posted February 3, 2009 The forum software will occasionally lose posts that start new threads. Groundspeak has been trying to minimize and solve this problem. Usually, I'll just hide the thread when this happens. Since you're working on a cartridge with this idea, feel free to use this thread to talk about it and share ideas. I hope the original poster will return and contribute to the thread. Quote Link to comment
Firemeboy Posted February 3, 2009 Author Share Posted February 3, 2009 I hope the original poster will return and contribute to the thread. I was the original poster of the thread. I was posting to let folks know I was doing it, and asking if anybody had tried it as well. Quote Link to comment
+northernpenguin Posted February 4, 2009 Share Posted February 4, 2009 Well, I've got two approaches I'm working with - depends which method I find easier. Method 1 is the "ugly" version and involves hard coding all the possibilities into massive if--then--else structures in the builder. Yuck Method 2, once I get my head around it would be to set a "currentzone" variable when the player gets near a "tower" and then use arrays to hold the 'disc' objects. Probably going to require some authorscript on my end to pull this off but I get the wonderful side benefit of making the number of discs a variable. Quote Link to comment
a_snail Posted February 4, 2009 Share Posted February 4, 2009 Method 1 has the bonus that you could have a picture for each combination to illustrate to the user what is going on. I'm guessing from your comments that you have a separate zone for each tower, so you would only need a set of pictures for each tower, which is probably not that many. Method 2 is definitely the nicer (from a design point of view), but I do wonder how your going to convey the information to the player. I've tried in the past to order things in the view, e.g. button order, but they have always had a mind of their own. A third method (not a great solution I admit) which could be done without authorscript might be to use a two digit number variable to represent the location of each disk with the first digit being the tower number and the second digit the position in the tower. Quote Link to comment
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