Questions tagged [state]
Generally used in correlation with a state machine.
149 questions
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Handling status/effects on a turn based RPG game
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 ...
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What's wrong with this ground check in my HSM?
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 ...
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Jump state in AnimGraph is not entered when character jumps
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 ...
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How to Prevent Subsystems from Responding to Events from Other Game States
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 ...
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What is the simplest way to enforce/remind people to set a variable in a subclass when the code is dynamic?
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 ...
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Switching states within conditional statements in C#
In the usual Update() of a state (let's call it Attack for simplicity) of an object state manager ...
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Unity Save System - is there a better way?
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 ...
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Assistance with State Machine Event subscription error? [closed]
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 ...
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Is writing an if statement for every element in an array the most efficient way to do so?
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 ...
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Manage game states of a card game with MVC
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, ...
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How to separate player state on shared object?
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, ...
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(FSM) Detect a change on a variable on Update, and trigger certain State
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:
...
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Is there a way to globally/uniquely reference a node in another scene?
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/...
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How can I efficiently and safely represent and query game state in the logic programming paradigm?
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. ...
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Networked game with physics and client side prediction and server reconsiliation causes lag
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 ...
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838
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Combining a pure ECS with a FSM scheduling system
Currently I am evaluating how to refactor my core game logic since I tried to design most of it in pure ECS but isn't really completely feasible the way I intended it.
My game at its core is a turn-...
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133
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Statemachine to behaviour tree?
Background
I was able to convert simple statemachines like this...
Into a BT looking like this (Notation describtion)...
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High Frequency Polling And Handling Fuzzy Inputs
I'm developing a FPS game and I'm considering polling at a high frequency on a separate thread. This decouples the game loop and reading input. I get sub-frame samples and can process those samples ...
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Animator State does not switch immediately through code, even tho all transitions have "Has Exit Time" checked off
first of all, this is my code, I'm prototyping a state machine using Unity Animator (First Time) and I'm stuck coding a simple burst of speed.
...
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116
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Using a state pattern across multiple controllers / general architecture advice
I'm trying to implement a state pattern - having skated by with enums forever - and have hit a bit of a wall when it comes to it's implementation in my game. It's a grid based strategy game with an ...
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Animation shown as playing in the animator, but it doesn't show in game (Unity 2D/C#)
I have an Animator on this gameObject. The Animator hits one state when some parameters are true, it can transition to this state from any state. The parameters are fine because i can see in the ...
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Unique_ptr game state vs shared_ptr game state
I have this (typical) base class:
...
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Implementing a more reliable upwards slash?
I am working on a 2D action platformer and I am currently implementing an upwards slash.
For a normal horizontal slash, the player must press the attack button. For an upwards slash, the player must ...
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How do I make an image appear based on the current state I'm in?
I am following a tutorial called Complete C# Unity Developer 2D: Learn to Code Making Games. In one section we create a text-based game, where we display a canvas with some UI elements to the user. ...
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How to Prevent Enemy Overlap
I am working on a 2D side-scrolling action platformer.
I am currently working on the state logic for my enemies. These are humanoid enemies that walk on the ground
They currently have idle, patrol, ...
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Unity: Is type casting every frame too expensive?
I have a state machine that controls my enemy AI. Each AI has a target which may be a Player, an obstacle, a shell, or even a Vector2 position.
I'm trying to abstract my "target" member, and my ...
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Using State Pattern with Unity
I am new to Game Development and Unity. I have written a component for Jumping and Running, CharacterJumpAbility.cs and ...
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72
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If online games use permalinks
I'm trying to figure out how to accurately capture the state of the web app by a URL, similar to something like https://jsfiddle.net/, where they create ...
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How to track/identify amorphous blobs in 2D or 3D space
In doing HTML/DOM work, you are working with concrete nodes which you can visibly touch and have a defined shape and boundary.
What I'm wondering though is like with a cloud like structure, or like a ...
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How to represent a modular FSM for AI using ECS?
I am considering to implement AI using ECS which actually contradicts working with naive FSMs. My current idea is to have multiple components which represent the particular state an Entity that has a <...
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125
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Handling "nested" user actions in client/server card game
I'm developing a card game in JavaScript in a functional programming style and I'm unsure what is the best way to implement the flow of player actions that require other player actions for their ...
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Is Pushdown Automata better for user input than Hierarchical State Machine?
I saw an example of code using HSM for user input, but to me it seems that Pushdown Automata would be a better fit. I'm confused.
If I'm right, then after Hierarchical State Machine exits a ...
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264
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Creating state machines to handle multiple aspects of a game?
So first off, I'm not sure if it matters but I am using SFML and C++. I've been wanting to write a game and I've read a lot on FSMs and what they do/make things easier for managing games, etc. What I ...
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912
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How can I simplify my state machine transitions?
I currently have the following base class which I inherit from for my player states (e.g. Idle, Walking, Jumping).
...
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200
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How to design phases of a single turn
Battles in my game run fully automatically and return a combat log afterwards. My main game loop looks like this:
...
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How can I build Goal Oriented Action Planning within an Entity Component System?
I've been creating an interactive fiction game in javascript that uses an entity component system as described here. The problem I've encountered is in developing the AI system for the game. Ideally, ...
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How to manage instances of (placed) cards and decks in card games?
This question sounds quite specific, but I mean in general, how do you manage something like a card game when it comes to decks (one for player1, one for player2, ...) and placed cards focused on ...
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When/where should a game state transition take place?
I'm in the process of redesigning some of my state management code (there are several features I've grown to dislike in practice..) which was based on this tutorial and others. The issue I'm having ...
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Structure GameObject - States - Visual representation
Question: What is the best data structure for GameObjects that have different states and thus different visuals?
The situation is:
I'm creating a game for mobiles (written in Kotlin, no Engine used)....
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D3D11 SetShader States
I have some questions regarding the XXSetShader and what happens after, for instance I would like to know if when XXSetShader is called the subsequent calls would be bound to that particular shader, ...
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Find required entities to accomplish specific task in shortest time
I have a grid like map with entities that can perform turn-based actions like moving or growing strength. When I have a task that requires a certain strength, I want to find the entities required to ...
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287
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Problem understanding finite state machine
I want to use the finite state machine for the ennemies AI in my game.
I implemented the pattern and it work fine for my first enemy (enemy A):
Enemy is in IdleState by default
When enemy see the ...
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142
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Managing Discrete Character Animation States
I'm creating a 2D game in which each possible direction of movement for the player, (Up, Down, Left, Right), has its own distinct animation, i.e., they aren't rotations of each other. Currently I am ...
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StateMachineBehaviour.OnStateExit is called before StateMachineBehaviour.OnStateEntered is called
When I start my game I get null-references in my OnStateExit of objects that are initialized in the OnStateEntered. After this it goes smooth, so it only occurs at startup before any conditions for ...
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What component should hold the character movements in ecs and fsm?
In the below code, there's a FSM for CharacterState that will be handled also in CharacterSystem. The problem was, I don't know ...
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Should I use single state or multiple state of an entity in finite state machine?
In the below code, is the options I've created whether to use single or multiple states for my character or other entity. Still can't decide which one is better inf using state machines.
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Game logic implemented using TPL / async / await, and performance of it
I'm working on a game, and as a typical game (here using Monogame) it uses frame based approach, where all logic happens in Update() method called every frame.
As a consequence, any sequential logic ...
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How to handle global Data within a state machine setup? (C#)
I am currently building a turn-based framework (Unity,C#)
I was tired of my former tight-coupled systems and opted for a state machine this time, basically all components subscribe to the state-Enter ...
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InvalidOperationException when peeking from a stack within custom editor
I've got a simple state machine for handling game states which works using GameObjects that I enable/disable in order to switch the states. Since some states can be ...
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How to make a PROPER main menu (or any other UI windows/modals) in Unity?
So, I'm currently learning both about Unity for the first time as well as the 'new' 2D UI system, but I'm having a hard time figuring out how to make windows, modals/dialogs, main menus etc. which are ...