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Gerald Jacobson
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Gerald Jacobson

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First men on the moon est un site extraordinaire puisqu'il remet totalement en situation l'atterrissage de 1969 à la surface de la Lune de la Mission Apollo 11. L'équipage était composé de Neil Armstrong, Buzz Aldrin, un peu plus au-dessus de leur tête, Michael Collins et sur Terre, le centre de contrôle de Houston. Ce …
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Gerald Jacobson

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Pathfinding Brain based on A* algorhytm.
http://projectspark.com/#world?id=642618

Look the video for an exemple of possibilities
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oh this is awesome !! i gotta get this in my game once i can fully understand how to use it 
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Gerald Jacobson

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0.2.0 : Spawning, Crafting and Inventory system
http://projectspark.com/#world?id=178930  
>> Spawning system added.
To have a full detail of the system, please visit this page:
http://crafting-and-inventory-system-by-amphiprion.wikia.com/wiki/Spawning_System

In the world you will see a spawning example :
[b]Main Spawner[/b]:

The goal is to create a spawner (1) following those rules:   
- Spawn 5 objects. Each object can be a goblin (a)/(b) or a treasure place (2)

- Object are spawned randomly with different kind of probabilities

(a) 47%, (b) 47%, (2) 6%
(2) is a singleton, so it is imposible to have several copy at a time.
- The position of the created element depend of this type

(a)/(b) in a random position around (1), in a maximum range of 11
(2) is spawned at the (placeholder) location
- (1) refill the crater (respawn 5 elements), 5 seconde after the previous 5 element have been destroyed

(a)/(b)/(c)/(d) are destroyed when killed by player
The Goblin treasure chest (2) is destroyed when openned.

[b]Secondary Spawner[/b]

When (2) is spawned by the main spawner, it will create 4 elements (not random)

(d) one time as it is a singleton
(c) 3 times
- The position of the created element is around (2), in a maximum range of 2.
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Gerald Jacobson

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V0.1.4 Available (new world id due to a slot bug - diseapearing)
http://projectspark.com/#world?id=178930

* Inventory fully functionnal (use/equip/drop) 
* Allows also to transfert items between inventory and container (like chest)

WIKI : http://crafting-and-inventory-system-by-amphiprion.wikia.com/
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Next version : Provide a spawning system (creatures, harvestable resource, or anything else)
- configurable spawn area diameter
- configurable element to spawn
- rule to spawn (how many, when to refill)

If you want other things, just ask.
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Gerald Jacobson

Discussion  - 
 
Hello everyone.
Is someone know how to update an already shared world (without loosing rating and download count) ?
I have posted this question on official forum, but i did not receive any response.
I try several things but each time it create a new world (replace the slot) instead of updating the existing one.

Thanks in advance
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+Barry Roberts when i do that (on xbox) it says that i will loose stat and rating, and effectivelly, it does (a new world id have been created). May be it is an xbox version instabilitity.
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Gerald Jacobson
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Trictrac v4  - 
 
1.4.1: Correction d'un problème sur Android 2.2

Il était impossible de charger une ludothèque.
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Hello,
As Player, did we know when they will allows use to save a game and continue to play later ? Without that only very short games will be created.
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Am pretty sure that this is one of the things Team Dakota are working on. I think it all ties in with level linking (as it's saving state).
Most likely will happen soon. 
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Gerald Jacobson

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0.3.0 : Spawning, Crafting and Inventory system
http://projectspark.com/#world?id=178930  
>> Spawning system enhanced to support loots 
--> use the system to create random loot on chest, dead body etc...
To have a full detail of the system, please visit this page:
http://crafting-and-inventory-system-by-amphiprion.wikia.com/wiki/Spawning_System
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0.3.3 available
Spawner now take into account the terrain (no more need to have a flat terrain inside the radius of the spawner)
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Here a bug i have posted on the official forum. I share cause it can be boring.

[BUG]ForEach tile ignore template object
I create an "Object Set" variable
I add via "Increment By" and via world picker 1 template object and one "real" object.

If i display #count of the object set i have "2" -> OK
If i use a [foreach] tile on my object set and count the number of time the loop have iterated, i have "1" -> KO

It is very limitating for customizable spawning systems.
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I made many twisted tries and finally found a way for a workaround

I found that: If you affect a Collection to an Object variable, the Object variable will contains the first item of the collection

So what i done as workaround is this:
WHEN [once] DO
-> WHEN DO <myCollection> [increaded by] [IWP: Some Template1] // add a template to the collection
-> WHEN DO <myCollection> [increaded by] [IWP: Some Template2] // add a template to the collection
-> WHEN DO <myCollection> [increaded by] [IWP: Some Template3] // add a template to the collection

WHEN DO <count> [=] <myCollection>[#count]
WHEN DO <tmpCollection> [=] [nothing] 
WHEN [for each of] <count> DO // iterate a fixed number of time (if you iterate own the collection, the templates will be ignored - no iteration)
-> WHEN DO <tmp> [=] <myCollection>  // first item of the collection 
-> WHEN DO <tmpCollection> [increase by] <tmp> // fill the tmp collection with poped item
// do what ever you need with the <tmp> template
-> WHEN DO <myCollection> [decrease by] <tmp>

// now reinit the <myCollection> with its original content
WHEN DO <myCollection> [=] <tmpCollection>
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Gerald Jacobson
owner

Trictrac v4  - 
 
1.5.0: En cliquant sur un jeu d'une ludothèque, on voit toutes les extensions dispo et on peut masquer celles possédés.
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Gerald Jacobson

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WIP : Crafting and Inventory system
http://projectspark.com/#world?id=178930  
Inspired from Starwars Galaxies MMO crafting resource/recipe system

I maintain a wiki to explain how to include those features in your game
http://crafting-and-inventory-system-by-amphiprion.wikia.com/

For now it is only the beginning but i will work regularly on it to provide a v1.0.0 as soon as possible.

The main idea behind the crafting system are:
- resource having hieracrchical type : for exemple an piece of oak will be /organic/flora/flora structural/wood/hard wood/oak
- recipe will define type of resource needed (i a recipe ask for "wood" any king of resource have "wood" in its hierarchical tree will be elligible)
- resource will have several stats (resistance, quality, etc...)
- crafted item will depend on stats of used resource and player kill (so with the same recipe and same resource (but different stat) the crafter object will be different)

For feedback, suggestion please use this thread
http://forums.projectspark.com/yaf_postst15447_-WIP--Crafting-and-Inventory-System.aspx
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I shall check this out later and leave a rating in Spark for you :)

I particularly like the wiki, it's nice to see your supporting your system in this way, have not yet dabbled with swapping brains or dynamically adding brains into objects so will take a look at that with interest!

Thanks for sharing.
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La beta de Project Spark sur Xbox One va être dispo aujourd'hui.
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