Skip to main content

Questions tagged [state]

Generally used in correlation with a state machine.

1 vote
3 answers
266 views

I have managed to create a state machine for my game core, like on turn start, on turn end, and another one. Now lets talk about effect/status. For generic effects such boosting stats for certain ...
Cryptoboink's user avatar
0 votes
0 answers
32 views

I'm working on a third person platformer. The player controller uses a hierarchical state machine taken from this video : https://www.youtube.com/watch?v=OtUKsjPWzO8 Using Unity 6.0. Currently, it's ...
ssnssnss's user avatar
0 votes
0 answers
29 views

I finished following the "setting up character movement" gameplay tutorial and everything works, except for the jump animation, which does not play when jumping. I determined that the issue ...
TechnicalVoid's user avatar
0 votes
0 answers
52 views

I'm writing a game from scratch in C++, using the book Game Coding Complete as a guide. The engine in the book has an event manager which is used to communicate between the game's systems, such as ...
Vitamin C Plus Plus's user avatar
1 vote
1 answer
104 views

I have a base class for Abilities. This is a point and click game, therefore I have Click, Hold and Drag subclasses. What I need to do is remind myself to set the player's AI state to Ability when it ...
Thisisstackoverflow's user avatar
0 votes
3 answers
189 views

In the usual Update() of a state (let's call it Attack for simplicity) of an object state manager ...
Alex's user avatar
  • 103
1 vote
1 answer
1k views

I've been trying to understand how best to approach carrying state over between scenes, and how to save/load game state. I've built an isolated project to focus on building out this approach. You can ...
Samuel Slade's user avatar
0 votes
1 answer
47 views

My aim is to create events within my various states that will broadcast to other GameObjects when to take certain actions and to send certain data without needing to reference each GameObject. I have ...
ssnssnss's user avatar
1 vote
1 answer
153 views

I have a few string arrays for which I can cycle what the current active element is (of which there can only be one at a time) using the number keys. Something like the item inventory in Half-Life. I ...
ssnssnss's user avatar
0 votes
1 answer
160 views

I am creating a Yugioh java game with MVC. I was wondering wich is the better way to manage game states with MVC? I tought maybe I can use State Pattern in Model section with DrawPhase, ...
Zetsu_Zetsu's user avatar
0 votes
0 answers
55 views

I'm new to game dev and I'm learning about quadtrees for planet rendering. I'm curious on how do I separate player state with quadtrees. For example I have a ship A that's getting close to a planet, ...
Memory1's user avatar
0 votes
0 answers
779 views

So, I'm working on a FSM that ticks on every frame. The inner workings can be simplified to this: The user (me) creates the States: ...
YoshGJ's user avatar
  • 535
2 votes
1 answer
3k views

I'd like events/actions (e.g. pressing a button, defeating a mini-boss, etc.) in one area of the game to affect things (e.g. unlock/open door, enable boss spawn) in other areas that are distinct/...
Cloudy's user avatar
  • 1,154
0 votes
0 answers
238 views

After learning Dialog, I've discovered representing game logic using the logic programming paradigm is a lot of fun; the composability and non-locality makes it feel like some kind of superior ECS. ...
smallobsession's user avatar
0 votes
1 answer
604 views

I'm trying to make a multiplayer platformer game. I can almost get client side prediction and server reconsiliation to work, but there is one issue that I just can't wrap my head around. Lets say that ...
Per Henrik Jakobsson's user avatar

15 30 50 per page
1
2 3 4 5
10