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- Sep 1, 2021
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Hi there! I am trying to design a minigame using eventing and have been having a little trouble getting it to work.
Basically, the minigame has three flowers, and two bees can spawn out of these flowers. These bees are each connected to a set of three variables, each one designating the bee's spawning position. 1 = left, 2= center, 3 = right. So for example if Bee1 RNG = 1, bee1 will spawn from the left flower, Bee2 RNG = 2 then bee2 will spawn from the center, etc. Once the minigame starts, Bee1 spawns from the center flower and flies upwards, during which the player can either successfully dodge the bee or fail.
This flight period lasts for 80 frames in total, but halfway through (40 frames), a switch is activated which spawns in the second bee, Bee2. After bee2 spawns it begins to fly upwards until it's halfway, as another 40 frames goes by for a total of 80 frames, meaning that Bee1 has now reached the top and finished it's flight period. Once this happens, the variable Bee1 RNG rolls a number at random between 1 and 3, causing bee1 to spawn at a different flower. Once another 40 frames has gone by, Bee2 finishes it's flight period and it's variable, Bee2 RNG, also rolls a random number between 1 and 3 and spawns at a different flower.
This cycle then repeats, theoretically making for a fun minigame where two bee's are spawning out of the flowers with a nice 40 frame offset between them to give the player some time to dodge to the next flower. The problem that I'm encountering is
balancing and optimizing this setup, because currently when I run the minigame like this, the bees tend to spawn out of the same flowers, repeating over and over and over, usually out of the left and right more than the middle. I was wondering if anyone had any suggestions to solving this problem, and maybe a way to make it more optimized because I tend to make all of my events "big and stupid" before learning ways to make them more compact and efficient.
Any help is greatly appreciated, I've included a video example of the minigame in it's current state. It's not like it doesn't "technically" work, it's just definitely gonna be boring if the player can beat the minigame while barely having to move at all lol
Basically, the minigame has three flowers, and two bees can spawn out of these flowers. These bees are each connected to a set of three variables, each one designating the bee's spawning position. 1 = left, 2= center, 3 = right. So for example if Bee1 RNG = 1, bee1 will spawn from the left flower, Bee2 RNG = 2 then bee2 will spawn from the center, etc. Once the minigame starts, Bee1 spawns from the center flower and flies upwards, during which the player can either successfully dodge the bee or fail.
This flight period lasts for 80 frames in total, but halfway through (40 frames), a switch is activated which spawns in the second bee, Bee2. After bee2 spawns it begins to fly upwards until it's halfway, as another 40 frames goes by for a total of 80 frames, meaning that Bee1 has now reached the top and finished it's flight period. Once this happens, the variable Bee1 RNG rolls a number at random between 1 and 3, causing bee1 to spawn at a different flower. Once another 40 frames has gone by, Bee2 finishes it's flight period and it's variable, Bee2 RNG, also rolls a random number between 1 and 3 and spawns at a different flower.
This cycle then repeats, theoretically making for a fun minigame where two bee's are spawning out of the flowers with a nice 40 frame offset between them to give the player some time to dodge to the next flower. The problem that I'm encountering is
balancing and optimizing this setup, because currently when I run the minigame like this, the bees tend to spawn out of the same flowers, repeating over and over and over, usually out of the left and right more than the middle. I was wondering if anyone had any suggestions to solving this problem, and maybe a way to make it more optimized because I tend to make all of my events "big and stupid" before learning ways to make them more compact and efficient.
Any help is greatly appreciated, I've included a video example of the minigame in it's current state. It's not like it doesn't "technically" work, it's just definitely gonna be boring if the player can beat the minigame while barely having to move at all lol