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  • Creating a newspaper that effects the game's economy?

    - by zardon
    I am writing a game in Objective C/cocos2d where a newspaper is a central part of what controls or rather effects the game's world economy as well as what a city might do (such as increase X, reduce Y) The newspaper is a bit like a "Chance card" in Monopoly, it has an effect on something. My question is, what is the best way to do write a newspaper that has both a random and specific effect within the game. Would the best strategy be to write out all the things a newspaper can affect, a PLIST of headlines (with placeholders). I think Tiny Tower uses a PLIST of events and it randomly picks an event, but I'm not sure how it actually parses it because certain events do different things. But then how do I parse all the scenarios that a newspaper can deliver? A big switch statement seems very long and complicated to do. I am wondering if there is a simpler way to handle this kind of thing. Related to this is that there might be no news that day and I'm not sure what the newspaper should display, should it just display the last headline? So, in summary. 1) A newspaper generates a headline, it affects different things, such as the world economy, prices, how city reacts 2) I need the newspaper to generate headlines (although there may be days when there are no headlines at all), but I am not sure how to parse it without using a big-ass switch statement. Thanks in advance.

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  • Android - Rendering HUD View to SurfaceView

    - by Jon
    I have developed a relatively simple game in android, to get my head around it all, and on the back of it developed a crude game engine (in the loosest sense!). I use a SurfaceView and canvas (no OpenGL) - I'll cross that bridge another time! I have implemented a game HUD, title screens etc. by overlaying standard Android view widgets over my SurfaceView. This all works reasonably well maintaining an acceptable frame-rate, but it is a simple game with not a lot happening on or off screen. What I am wondering now is whether one could (and whether one would get any advantage by) drawing all my views to the one SurfaceView, all controlled by the main game thread. At the moment I have handlers flinging messages around and runOnUiThreads here, there and everywhere. Quite cumbersome. Any thoughts on this would be much appreciated (before I perhaps waste time trying to do it!)

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  • How do I generate terrain like that of Scorched Earth?

    - by alex
    Hi, I'm a web developer and I am keen to start writing my own games. For familiarity, I've chosen JavaScript and canvas element for now. I want to generate some terrain like that in Scorched Earth. My first attempt made me realise I couldn't just randomise the y value; there had to be some sanity in the peaks and troughs. I have Googled around a bit, but either I can't find something simple enough for me or I am using the wrong keywords. Can you please show me what sort of algorithm I would use to generate something in the example, keeping in mind that I am completely new to games programming (since making Breakout in 2003 with Visual Basic anyway)?

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  • 2D metaball liquid effect - how to feed output of one rendering pass as input to another shader

    - by Guye Incognito
    I'm attempting to make a shader for unity3d web project. I want to implement something like in the great answer by DMGregory in this question. in order to achieve a final look something like this.. Its metaballs with specular and shading. The steps to make this shader are. 1. Convert the feathered blobs into a heightmap. 2. Generate a normalmap from the heightmap 3. Feed the normal map and height map into a standard unity shader, for instance transparent parallax specular. I pretty much have all the pieces I need assembled but I am new to shaders and need help putting them together I can generate a heightmap from the blobs using some fragment shader code I wrote (I'm just using the red channel here cus i dont know if you can access the brightness) half4 frag (v2f i) : COLOR{ half4 texcol,finalColor; texcol = tex2D (_MainTex, i.uv); finalColor=_MyColor; if(texcol.r<_botmcut) { finalColor.r= 0; } else if((texcol.r>_topcut)) { finalColor.r= 0; } else { float r = _topcut-_botmcut; float xpos = _topcut - texcol.r; finalColor.r= (_botmcut + sqrt((xpos*xpos)-(r*r)))/_constant; } return finalColor; } turns these blobs.. into this heightmap Also I've found some CG code that generates a normal map from a height map. The bit of code that makes the normal map from finite differences is here void surf (Input IN, inout SurfaceOutput o) { o.Albedo = fixed3(0.5); float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); float me = tex2D(_HeightMap,IN.uv_MainTex).x; float n = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y+1.0/_HeightmapDimY)).x; float s = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y-1.0/_HeightmapDimY)).x; float e = tex2D(_HeightMap,float2(IN.uv_MainTex.x-1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float w = tex2D(_HeightMap,float2(IN.uv_MainTex.x+1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float3 norm = normal; float3 temp = norm; //a temporary vector that is not parallel to norm if(norm.x==1) temp.y+=0.5; else temp.x+=0.5; //form a basis with norm being one of the axes: float3 perp1 = normalize(cross(norm,temp)); float3 perp2 = normalize(cross(norm,perp1)); //use the basis to move the normal in its own space by the offset float3 normalOffset = -_HeightmapStrength * ( ( (n-me) - (s-me) ) * perp1 + ( ( e - me ) - ( w - me ) ) * perp2 ); norm += normalOffset; norm = normalize(norm); o.Normal = norm; } Also here is the built-in transparent parallax specular shader for unity. Shader "Transparent/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 600 CGPROGRAM #pragma surface surf BlinnPhong alpha #pragma exclude_renderers flash sampler2D _MainTex; sampler2D _BumpMap; sampler2D _ParallaxMap; fixed4 _Color; half _Shininess; float _Parallax; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w; float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Bumped Specular" }

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  • Game World Design [on hold]

    - by GameDev
    I have one doubt about world game developing. I want to do a kind of platform game mixed with RPG (Side Scroll). What's the best to draw the world, - Draw everything than use the camera to move around the world - Draw just what you see as the player moves draw the new stuff. I'm new at this and didn't had any course for it. So if anyone can help me thanks :) PS: Any recommendation to learning game concept, like drawing world theory, play etc.. (not code and i want to 2D and i only see books for 3D stuff)

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  • Translating an Object to a certain Vector 3 in OpenGL and Java LWJGL

    - by aliasmk
    So after almost two hours, I got the hang of using glTranslated() (with Java and LWJGL). If I am correct, applying glTranslated on an object moves that object with the x,y,z relative to the previously moved object. I believe the correct term for this is local vs global, global being the one I want. I was wondering if there was a way to translate an object to a specific XYZ position, or relative to the origin. Thanks! (Code or other details can be supplied if it helps, just let me know. Also sorry if this is a noob comment, Im very new to OpenGL.)

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  • Parent variable inheritance methods Unity3D/C#

    - by Timothy Williams
    I'm creating a system where there is a base "Hero" class and each hero inherits from that with their own stats and abilities. What I'm wondering is, how could I call a variable from one of the child scripts in the parent script (something like maxMP = MP) or call a function in a parent class that is specified in each child class (in the parent update is alarms() in the child classes alarms() is specified to do something.) Is this possible at all? Or not? Thanks.

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  • Importing a windows project into android using cocos2d-x

    - by Ef Es
    What I am trying to do today is to import a full project to Android, but no tutorials are available for that that I have seen. My approach was to create a new android project, copy all the classes and resources in the folders and calling ./build_native.sh but I get an error because most of the files are not being included in the project. I tried opening the Android.mk and I can see why "LOCAL_SRC_FILES := AppDelegate.cpp \ HelloWorldScene.cpp" are the only files linked. Should I manually modify the make file or can it be automated by some way I don't know? Thank you. UPDATE: I manually added all files and headers to the make file and I get errors linking Box2D or cocosdenshion libraries.

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  • How to create a 3D world with 2D sprites similar to Ragnorak online?

    - by Romoku
    As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little square tiles on the terrain. There are a couple routes I could take such as using a bunch of cubic polygons and linking them together or using one big map. The former approach doesn't seem to make any sense if the world is not flat as polygons wouldn't be reused often. The goal is to break down a 3D polygon into tiles which is heard to wrap my head around. I believe using something like an interval tree or array would be appropriate to store the rectangle grid, but how would I display a rectangle around the selection the player has his mouse over on the polygon terrain itself? Here is a screenshot. Here is a gameplay video. Here is the camera usage.

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  • Moving camera, or camera with discrete "screens"?

    - by Jacob Millward
    I'm making a game with a friend, but having trouble deciding on a camera style. The basic idea for the game, is having a randomly generated 2-dimensional world, with settlements in it. These settlements would have access to different resources, and it would be the job of the player to create bridges and ladders and links between these villages so they can trade. The player would advance personally by getting better gear, fighting monsters and looking for materials in the world, in order to craft and trade them at the settlements. My friend wants to use an old-style camera, where the world is split into a discrete number of screens that the player moves between. Similar to early Zelda dungeons, or Knytt Stories. This is opposite to me, as I want a standard camera that follows the player around as I feel the split-screen style camera limits the game. Can anyone argue the case either way? We've hit a massive roadblock here and can't seem to get past it.

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  • Better way to generate enemies of different sub-classes

    - by KDiTraglia
    So lets pretend I have an enemy class that has some generic implementation and inheriting from it I have all the specific enemies of my game. There are points in my code that I need to check whether an enemy is a specific type, but in Java I have found no easier way than this monstrosity... //Must be a better way to do this if ( enemy.class.isAssignableFrom(Ninja.class) ) { ... } My partner on the project saw these and changed them to use an enum system instead public class Ninja extends Enemy { //EnemyType is an enum containing all our enemy types public EnemyType = EnemyTypes.NINJA; } if (enemy.EnemyType = EnemyTypes.NINJA) { ... } I also have found no way to generate enemies on varying probabilities besides this for (EnemyTypes types : enemyTypes) { if ( (randomNext = (randomNext - types.getFrequency())) < 0 ) { enemy = createEnemy(types.getEnemyType()); break; } } private static Enemy createEnemy(EnemyType type) { switch (type) { case NINJA: return new Ninja(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); case GORILLA: return new Gorilla(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); case TREX: return new TRex(new Vector2D(rand.nextInt(getScreenWidth()), 0), determineSpeed()); //etc } return null } I know java is a little weak at dynamic object creation, but is there a better way to implement this in a way such like this for (EnemyTypes types : enemyTypes) { if ( (randomNext = (randomNext - types.getFrequency())) < 0 ) { //Change enemyTypes to hold the classes of the enemies I can spawn enemy = types.getEnemyType().class.newInstance() break; } } Is the above possible? How would I declare enemyTypes to hold the classes if so? Everything I have tried so far as generated compile errors and general frustration, but I figured I might ask here before I completely give up to the huge mass that is the createEveryEnemy() method. All the enemies do inherit from the Enemy class (which is what the enemy variable is declared as). Also is there a better way to check which type a particular enemy that is shorter than enemy.class.isAssignableFrom(Ninja.class)? I'd like to ditch the enums entirely if possible, since they seem repetitive when the class name itself holds that information.

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  • State / Screen management in Entity Component Systems

    - by David Lively
    My entity/component system is happily humming along and, despite some performance concerns I initially had, everything is working fine. However, I've realized that I missed a crucial point when starting this thing: how do you handle different screens? At the moment, I have a GameManager class which owns a component manager and entity manager. When I create an entity, the entity manager assigns it an ID and makes sure it's tracked. When I modify the components that are assigned to an entity. an UpdateEntity method is called, which alerts each of the systems that they may need to add or remove the entity from their respective entity lists. A problem with this is that the collection of entities operated on by each system is determined solely by the individual Systems, typically based on a "required component" filter. (An entity has to have a Renderable component to be rendered, for instance.) In this situation, I can't just keep collections of entities per screen and only Update/Draw those collections. They'd have to either be added and removed depending on their applicability to the current screen, which would cause their associated components to be removed, or enable/disable entities in a group per screen to hide what's not supposed to be visible. These approaches seem like really, really crappy kludges. What's a good way to handle this? A pretty straightforward way that comes to mind is to create a separate GameManager (which in my implementation owns all of the systems, entities, etc.) per screen, which means that everything outside of the device context would be duplicated. That's bothersome because some things are always visible, or I might want to continue to display the game under a translucent menu window. Another option would be to add a "layer" key to the GameManager class, which could be checked against a displayable layer stack held by the game manager. *System.Draw() would be called for each active layer, in the required order as determined by the stack. When the systems request an iterator for their respective entity collections, it would be pre-filtered to a (cached) set of those entities that participate in the active layer. Those collections could be updated from the same UpdateEntity event that's already used to maintain each system's entity collections. Still, kinda feels like a hack. If I've coded myself into a corner, feel free to throw tomatoes as long as they're labeled with a helpful suggestion. Hooray for learning curves.

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  • What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine

    - by tigrou
    I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them. Some info : there is a lot of items ( 1000), all are box shapes and they don't overlap. Here is things i have tried : btDbvt* bvtItems = new btDbvt(); //btDbvt is a hierachical AABB tree, used by Bullet foreach(var item ...) { btDbvtVolume volume = ... //compute item AABB; bvtItems->insert(volume, (void*)someExtraData); } Then, to find collisions between items and player : playerRigidBody->getAabb(min, max); btDbvtVolume playervolume = ... //compute player AABB bvtItems->collideTV(bvtItems->m_root, playervolume, *someCollisionHandler); This works fairly well (and its very fast), however, there is a problem : it only check items AABB against player AABB. That loss of precision is acceptable for items but not for player which is not a box. It would actually need another check to make sure player really collide with item but i don't know how to do this in Bullet. It would have been nice to have a function like this : playerRigidBody->checkCollisionWithAABB(); After doing trying that, I discovered that a btGhostObject exist and seems to have been made for that. I changed my code like this : foreach(var item...) { btCollisionObject* ghostObject = new btGhostObject(); ghostObject->setCollisionShape(boxShape); ghostObject->setCollisionFlags(ghostObject->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); startTransform.setOrigin(...); //item position ghostObject->setWorldTransform(startTransform); dynamicsWorld->addCollisionObject(ghostObject, btBroadphaseProxy::SensorTrigger, btBroadphaseProxy:: CharacterFilter); } It also works ok, but there is a huge fps drop (almost ten times slower) which is not acceptable. Maybe there is something missing (forget set a flag) and Bullet is doing extra job for nothing or maybe all that ghostObjects are polluting broad phase and ghostObject is not the right thing for that. Any help would be appreciated.

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  • Unable to access A class variables in B Class - Unity-Monodevelop

    - by Syed
    I have made a class including variables in Monodevelop which is: public class GridInfo : MonoBehaviour { public float initPosX; public float initPosY; public bool inUse; public int f; public int g; public int h; public GridInfo parent; public int y,x; } Now I am using its class variable in another class, Map.cs which is: public class Map : MonoBehaviour { public static GridInfo[,] Tile = new GridInfo[17, 23]; void Start() { Tile[0,0].initPosX = initPosX; //Line 49 } } Iam not getting any error on runtime, but when I play in unity it is giving me error NullReferenceException: Object reference not set to an instance of an object Map.Start () (at Assets/Scripts/Map.cs:49) I am not inserting this script in any gameobject, as Map.cs will make a GridInfo type array, I have also tried using variables using GetComponent, where is the problem ?

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  • creating the nodes for path finding during run time - more like path making and more

    - by bigbadbabybear
    i'm making my 1st game. i'm using javascript as i currently want to learn to make games without needing to learn another language but this is more of a general game dev question its a 2d turn-based tile/grid game. you can check it here http://www.patinterotest.tk/ it creates a movable area when you hover a player and it implements the A* algo for moving the player. The Problem: i want to make the 'dynamic movable area creation' already implement a limited number of steps for a player. The Questions: what is a good way to do this? is there another algorithm to use for this? the A* algorithm needs a start and destination, with what i want to do i don't have a destination or should i just limit the iteration of the A* algo to the steps variable? hopefully you understand the problem & questions easily

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  • Drawing simple geometric figures with DrawUserPrimitives?

    - by Navy Seal
    I'm trying to draw a simple triangle based on an array of vertex. I've been searching for a tutorial and I found a simple example on riemers but I couldn't get it to work. I think it was made for XNA 3 and it seems there were some changes to XNA 4? Using this example: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/The_first_triangle.php I get this error: Additional information: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I'm not english so I'm having some trouble to understand everything. For what I understand error is confusing because I'm trying to draw a triangle color based and not texture based and it shouldn't need a texture. Also I saw some articles about dynamic shadows and lights and I would like to know if this is the kind of code used to do it with some tweaks like culling because I'm wondering if its heavy code for performance in real time.

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  • Collision detection with heightmap based terrain

    - by Truman's world
    I am developing a 2D tank game. The terrain is generated by Midpoint Displacement Algorithm, so the terrain is represented by an array: index ---> height of terrain [0] ---> 5 [1] ---> 8 [2] ---> 4 [3] ---> 6 [4] ---> 8 [5] ---> 9 ... ... The rendered mountain looks like this: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 0 1 2 3 4 5 ... I want tanks to be able to move smoothly on the terrain (I mean tanks can rotate according to the height when they move), but the surface of the terrain is not flat, it is polygonal. Can anyone give me some help with collision detection in this situation? Thanks in advance.

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  • importing animations in Blender, weird rotations/locations

    - by user975135
    This is for the Blender 2.6 API. There are two problems: 1. When I import a single animation frame from my animation file to Blender, all bones look fine. But when I import multiple (all of the frames), just the first one looks right, seems like newer frames are affected by older ones, so you get slightly off positions/rotations. This is true when both assigning PoseBone.matrix and PoseBone.matrix_basis. bone_index = 0 # for each frame: for frame_index in range(frame_count): # for each pose bone: add a key for bone_name in bone_names: # "bone_names" - a list of bone names I got earlier pose.bones[bone_name].matrix = animation_matrices[frame_index][bone_index] # "animation_matrices" - a nested list of matrices generated from reading a file # create the 'keys' for the Action from the poses pose.bones[bone_name].keyframe_insert('location', frame = frame_index+1) pose.bones[bone_name].keyframe_insert('rotation_euler', frame = frame_index+1) pose.bones[bone_name].keyframe_insert('scale', frame = frame_index+1) bone_index += 1 bone_index = 0 Again, it seems like previous frames are affecting latter ones, because if I import a single frame from the middle of the animation, it looks fine. 2. I can't assign armature-space animation matrices read from a file to a skeleton with hierarchy (parenting). In Blender 2.4 you could just assign them to PoseBone.poseMatrix and bones would deform perfectly whether the bones had a hierarchy or none at all. In Blender 2.6, there's PoseBone.matrix_basis and PoseBone.matrix. While matrix_basis is relative to parent bone, matrix isn't, the API says it's in object space. So it should have worked, but doesn't. So I guess we need to calculate a local space matrix from our armature-space animation matrices from the files. So I tried multiplying it ( PoseBone.matrix ) with PoseBone.parent.matrix.inverted() in both possible orders with no luck, still weird deformations.

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  • How can I test different TV display types for my XBLIG game?

    - by Steve Dunn
    The XBLIG submission check-list says to ensure that all important stuff critical to game-play be visible in the 'TitleSafeArea'. I've received a bug report during play-test of my game (Crazy Balloon Lite) that says parts of my scrolling 2D map are only half visible (i.e. chopped at the left of the screen). I've tested my game myself on a 47" TV and also a 19" VGA monitor, both of which look fine. The bug report says the issue occurs on a standard 20" TV. My question is: without buying different sizes of TVs, is there a way to test what my game will look like on different sized displays?

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  • Examples of good Javascript/HTML5 based games

    - by Zuch
    Now that Flash is largely being replaced with HTML5 elements (video, audio, canvas, etc.) are there any good examples of web-based games built on completely open standards (meaning Javascript, HTML and CSS)? I see a lot of examples of pure HTML5 implementations of what was once only in Flash (like stuff here: http://www.html5rocks.com/) but not many games, a domain which still seem dominated by Flash. I'm curious what's possible and what the limitations are.

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  • Breakout clone, how to handle/design for collision detection/physics between objects?

    - by Zolomon
    I'm working on a breakout clone, and I wish to create some realistic physics effects for collision - angles on the paddle should allow the ball to bounce, as well as doing curve balls etc. I could use per-pixel based collision detection, but then I thought it might be easier with line/circle intersection testing. So, then I naturally consider making a polygon class for the line-based objects and use the built-in circle class for the circular objects. That sounds like an OK approach, right? And then just check for collision using the specified algorithm based on the objects that might be within each other's range?

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  • Multiple volumetric lights

    - by notabene
    I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for multiple lights? Our renderer uses one render pass per light and uses additive blending to sum incoming light. I'm mostly convinced that it have to work nice. Do you agree? Maybe there can be problem where light rays crosses each other.

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  • Checking is sides of cubes are solid

    - by Christian Frantz
    In relation to this question: http://gamedev.stackexchange.com/a/28524/31664 And a question I asked earlier: Creating a DrawableGameComponent And also because my internet is too slow to get on chat. I'm wondering how to check if the sides of a cube are solid. I've created 12 methods, each one creating indices and vertices for sides of a cube. Now when I use these methods, the cube creates how it should. All 6 sides show up and its like I didnt change a thing. How can use if statements to check if the side of a cube is solid? The pseudocode from the question above shows this: if(!isSolidAt(x+1,y,z)) verticesToDraw += AddXPlusFace(x,y,z) But in my case is would be: if(!sideIsSolid) SetUpFrontFaceIndices(); My method simply takes these index and vertex values and adds them to a list indicesToDraw and verticesToDraw, as shown in the answer above

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  • 2D SAT How to find collision center or point or area?

    - by Felipe Cypriano
    I've just implemented collision detection using SAT and this article as reference to my implementation. The detection is working as expected but I need to know where both rectangles are colliding. I need to find the center of the intersection, the black point on the image above. I've found some articles about this but they all involve avoiding the overlap or some kind of velocity, I don't need this. I just need to put a image on top of it. Like two cars crashed so I put an image on top of the collision. Any ideas? ## Update The information I've about the rectangles are the four points that represents them, the upper right, upper left, lower right and lower left coordinates. I'm trying to find an algorithm that can give me the intersection of these points.

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  • How to handle shoot instructions, in a multiplayer TD

    - by Martin Elvar Jensen
    I'm currently working on a Multiplayer Tower Defense game, using ImpactJS & Node. I seek some clarification about how to handle projectiles from towers, let me explain. So the server is running the master game, and the clients just follow the instruction from the server. Lets say there is about 20 towers on the stage, all needs instructions for which creeps to shoot at. Now lets say each towers fires twice in a second, that's 40 shots each second, (worst case scenario) which is 40 request per second to each client, would't this casue alot of stress to the server, saying that we have 50 games running the same time. So what i am really asking, is this method inefficient, and is there a smarter way to handle all these instructions. Thank you.

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