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I'm having issues with graphical things like flying bullets, explosions, etc that are only created and played on the client side. In my current turn-based games effects are managed by the actions itself i.e. they directly take over control of the way units are rendered on the screen and draw special effects over it if needed. They dont interact with other objects and frequently clip through things they shouldn't.

At the moment animations are associated with actions, all of which are blocking since the game is turn based. I can only have animation 1 -> execute action 1 -> animation 2 etc. All other non-blocking elements in the games are automatically drawn as if their action is "idle" with the main action's animation drawn on top of that image (hence the clipping). I wish to also have vanity animations that can coexist with each other, stay in their respective height/layer while still retain the ability to make hey-look-at-me animations during turn resolution.

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I am really sorry for that. So, what's your question? – Philipp Jan 15 at 20:35
"What's an effective way to manage special effects?" was the question. – Rephikul Jan 15 at 20:40
So are you saying that you draw special effects with their associated object? – Randomman159 Jan 15 at 20:46
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There are lots of ways to manage special effects, an effective way depends on what you want to do. You should give more details about what is ineffective about how you're doing it now. Help us help you. Give us more information so you can get an answer that works for you, otherwise you're just going to get wild guesses. – Byte56 Jan 15 at 21:45
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I just think it's very open ended, because as I said, there are lots of effective ways to manage special effects. So being more specific on your requirements would help you get the answer you need. Right now I think it's too broad. – Byte56 Jan 15 at 23:03
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closed as not a real question by Byte56, Kylotan, Trevor Powell, Jari Komppa, Laurent Couvidou Jan 24 at 12:04

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, see the FAQ.

1 Answer

If I'm understanding you correctly I think what you are looking for is a kind of Scene Graph.

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That probably can only be implemented after I've seperated animations and actions. – Rephikul Jan 15 at 23:53

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